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  1. KSP Trajectory Optimization Tool v1.6.6 As of v1.5.9, KSPTOT requires the use of the MATLAB Compiler Runtime R2017b! If you are upgrading from a version older than v1.5.9, please download the new MCR below! Description The KSP Trajectory Optimization Tool (KSP TOT) is a piece of MATLAB-based software I've written to help plan and execute space missions. It's functions are many: Using a Lambert solver, generate "porkchop plots" that assist with determining proper departure and arrival times of interplanetary transfer orbits. Using the data in (1), determine an optimal hyperbolic departure orbit and compute the burn magnitude and direction (that is, the delta-v vector) as well as the burn location in the initial orbit about the departure planet. Compute optimal planetary flybys to cheaply get to those hard-to-reach destinations (Moho, Eeloo, etc). Generate delta-v optimal rendevzous maneuvers to another spacecraft. Find the optimal two-burn orbit change maneuvers to adjust your orbit cheaply! Fully sequence a mission from start to finish, including coasts, burns, aerobraking, and more. This thread is a continuation of a related thread over in the add-on dev forum. Download & Installation Instructions To install and run KSP TOT on Windows, do the following: Download the Windows 64-bit 2017b MATLAB Compiler Runtime (MCR). Install the MCR package on your computer. You may need to restart your PC after installing in order to use KSPTOT. Download the KSP TOT package. (Push download button in upper right corner.) Unzip the KSP TOT package to a directory of your choosing. Copy the KSPTOTConnect folder to your KSP Gamedata folder. Run the KSPTOT application. To update from a previous version, just repeat steps 3-5. There is no need to re-download the MCR. Mac/Linux Users: Follow these instructions instead. (Mac only): Download VirtualBox for OS X hosts. Install according to the VirtualBox instructions. Setup and install a distribution of Linux as a virtual machine within VirtualBox. (Ex: Ubuntu) All instructions from here on down will reference the virtual machine and it's Linux operating system, not the Mac system. Download the Linux 64-bit 2017b MATLAB Compiler Runtime (MCR). Install the MCR package on your computer. You may need to restart your PC after installing in order to use KSPTOT. You MUST install the MCR to "/usr/local/MATLAB/R2017b/"! The software will not work correctly if this is not done. Download the KSP TOT package. (Push download button in upper right corner.) Unzip the KSP TOT package to a directory of your choosing. Set the execution bit on the run script and the executable itself. Using the following console command: chmod +x KSPTrajectoryOptimizationTool Copy the KSPTOTConnect folder to your KSP Gamedata folder. From within the directory where you unpacked KSPTOT, run "./ /usr/local/MATLAB/R2017b/" to launch KSPTOT. To update from a previous version, just repeat steps 4-6. There is no need to re-download the MCR. For addition detail, see here. Buy Me a Coffee KSP Trajectory Optimization Tool has always been free, is free today, and will always be free to download and use. It is one of my most enjoyable hobbies and I consider it my gift to the KSP Community and developers for providing me with many hours of enjoyment. Over the years, though, a number of individuals have asked about donations as a way to say "thank you" for the hundreds (or even thousands) of hours that have gone into the development of KSPTOT. For those who wish to do so, I have a Ko-Fi account that makes just that possible. To use, just click the "Buy Me a Coffee" button. You'll be taken to a page where you can enter an amount (in units of $3), a message, and make it public or private. As a disclaimer, such donations don't imply any agreement for me to provide you with goods or services. (You already have the software! ) They are merely another way for you to say "Thank You" and are completely optional and voluntary. Usage Instructions NOTE: I've put together a tutorial on how to use KSP TOT for a basic Kerbin-Duna flight. See this post here for the tutorial. Launch Vehicle Designer Future Feature Ideas These are ideas for future LVD functionality and are mostly here for my own reference: Sensor models for mineral scanning and the like. Electrical system modeling, including solar panel, generator, and battery models. Done Include alternators and electrical engines in the future. Simple modeling of ground vehicles and aircraft via a waypoint system. Done Updated steering modes which are more flexible (specify control frame, specify angle models (polynominals, linear tangent, etc)). Partially complete. General derivatives and integrals of quantities. Implement as a store of times and values over event, then allow for requesting the derivative/integral at a particular time by querying stores values and times to compute numerically. Done. Linear constraints. Backwards propagation. Done. Source Code Source code for KSPTOT itself is available on Github at the following location: KSPTOT Github Found a Bug or Issue? Please file a bug report here. FAQ Q: When I first download and try to run KSPTOT, I see the process in Task Manager but nothing happens! What is going on? A: Each time you download KSPTOT and run the executable for the first time, the software needs to decompress a bunch of code and store it on your computer. KSPTOT is a large application with a lot of software within it, so this takes some time. Please give KSPTOT 5-10 minutes to fully decompress and start up before killing it. (In rare instances, it may take longer than this.) Q: I don't have MATLAB! Can I still use KSP TOT? A: Yes! MATLAB is not required to use KSP TOT, only the MATLAB Compiler Runtime, which is freely available at the link I provide above in the download instructions. Q: I use Real Solar System / Kopernicus / Outer Planets Mod /etc. Can I use KSP TOT with it? A: Yes! To do so, you'll need to create a bodies.ini file with the information of the new planets included. Simply install the KSPTOTConnect plugin into your KSP / Gamedata folder, start KSP, get into the flight scene (where you can see your spacecraft in space, for example), and then open KSP TOT. Use the File -> Create New Bodies File From KSP and follow the instructions. Then load the file you create with File -> Load Bodies From File. All done! While you'll only need to create the bodies file once, you have to load it each time KSP TOT starts to use it. Q: Do I really have to enter dates and times in seconds? That sounds awful. A: Nope! Right click on any time field, select "Enter UT as Date/Time", and fill in the year/day/hour/minute/second in the box that comes up. That's all there is to it! Q: I'm having problems running KSP TOT. The program doesn't run and just turns into a temp file when I double click it. What is going on? A: Check to see if your anti-virus software is interfering. Provide an exception for the KSP TOT executable if you need to. Avast has been known to cause problems. Q: I can't get the KSP TOT real time system or maneuver node upload to connect. What can I do? A: Check the following conditions: KSP must be running in a windowed mode, you must be in the flight scene (not tracking station or space center scene, but the scene where you can fly your vessel), and you must have a firewall exception for KSP. If these are all true and you're still having problems, let me know. Q: Mission Architect is hard! How do I use it? A: First, check out the PDF tutorial packaged with the KSP TOT download. If you still have questions after (or while) going through that, please post the questions in this thread and I'll get back to you as soon as I can. Q: I get an error about a file not being found when I attempt to run KSPTOT. What can I do? A: Please follow the steps at this link to see if that resolves the problem: Change Log Version 0.1 [LIST] [*]Initial public release. [/LIST] Version 0.2 [LIST] [*]Added departure information screen. [*]Added ability to input time (UT) as a date/time by right-clicking on those text boxes [/LIST] Version 0.3 [LIST] [*]Fixed bugs [*]Included basic computational options, accessible from Edit->Options, [*]Dixed a bug where datatips on the main porkchop plot would not always display estimated delta-v, [*]Added a custom display for datatips on the porkchop plot, [*]Added time past periapse to the burn information on the departure display GUI. [/LIST] Version 0.4 [LIST] [*]Fixed bug where departure calculation window would not refocus after selecting departure/arrival times from porkchop plot. [*]In departure calculation input GUI, added ability to right-click on arrival time input and select option to optimize that time based on what's in the departure time box. [*]Added application-wide input checking. [/LIST] Version 0.5 [LIST] [*]Added ability to optimize departure for given arrival date in Departure Calc window. [*]Added ability to find earliest arrival date based on maximum allowable delta-v. [*]When generating a porkchop plot, data cursor now appears at the optimal location. [*]Apse markers have been added to the transfer orbit display in the departure information window. [*]A "global optimum" method has been written and runs after generating a porkchop plot, but it currently doesn't output anything anywhere. I'm still working on what to do with it. [*]Added new bodies to the application's database. Corrected existing information where needed. [*]Lots and lots of bug fixes. [/LIST] Version 0.6 [LIST] [*]Lone Wolfling's "minimize arrival time" with variable departure time optimizer; [*]The ability to input arithmetic statements (2+2 for example) into numeric text boxes and have them evaluate (so if you enter 2+2, the box changes to read 4) [*]"Optimize Departure for Input Arrival" now uses the input departure time as a lower bound. Useful for when you're in the middle of a game and you clearly can't go back in time to find that "better" solution. [*]Some bug fixes and tweaks under the hood. [/LIST] Version 0.7 [LIST] [*]A[B] Flyby Maneuver Sequencer[/B](FMS)that is capable of searching for optimal flybys (gravity assist maneuvers) around planets. Spending too much fuel on that trip to Moho? Try a flyby around Eve first! [*]Optimal launch/arrival date is now the default setting in the Compute Departure GUI. [*]"Time To Periapse" is now shown alongside "Time After Periapse" in the DV Maneuver Information boxes in the Departure Information GUI and the FMS GUI. Useful for using maneuver node editors mostly. [*]Some minor visual changes/tweaks to the plots. [*]Some bug fixes and a code reoganization on the back-end. [/LIST] Version 0.8 [LIST] [*]A[B] two-burn optimal orbit change planner[/B]. This allows you to change your current orbit from any one given orbit to another with two engine firings. Very useful for adjusting your inbound hyperbolic orbit to set up that ideal Kethane scanning orbit. [*]The ability to port in orbits from SFS files. Right click an orbit panel, hit the appropriate menu item, select the SFS file, and go! Eliminates the need to hand-enter orbits from MechJeb displays or whatnot. [*]The addition of the orbital period to some output data. [*]The Compute Departure Burn GUI now accepts hyperbolic orbits. (I've left the wording on Elliptical in there for now until I'm satisfied that it works just as well with hyperbolic as well as elliptical orbits.) [*]Various minor bug fixes and tweaks. [/LIST] Version 0.9 [LIST] [*]Changes to the departure calculation code and the flyby maneuver sequencer in order to[B] better determine burn times and true anomalies[/B] when provided with an orbit epoch and mean anomaly at that epoch. [*]Right-clicking on the porkchop plot will now bring up a context menu that will allow you to recenter the plot on a particular point on the graph. [*]A few minor bug fixes and tweaks. [/LIST] Version 0.10 [LIST] [*]New application: [B]Maneuver Execution Assistant[/B]. This helps pilots properly time the start of burns to center the delta-v across the maneuver node. [*]New application: [B]Rendezvous Maneuver Sequencer[/B]. Useful for meeting up with other craft in orbit, as well as moons. [*]KSP TOT can now[B] ingest custom celestial bodies files [/B]and parse them. Useful for doing stuff in other solar systems you define. [*]Added some tooltips to input fields. [*]Bug fix: Fixed issue where GUI elements could become distorted and/or shift position [*]Bug fix: Fixed issue with code that converts r/v vectors to keplerian elements: now handles 0 eccentricity and inclination much better [*]Bug fix: Code now remembers where last opened SFS file was retrieved from. [*]Bug fix: Optimization runs now include some scaling of constrains and the objective function. [*]Lots of backend changes to support the above. [/LIST] Version 0.11 [LIST] [*]New application: [B]KSPTOT Mission Control Center. [/B]Connects to KSPTOT using the new KSPTOT Connect plugin (see below). Offers users on different PCs the ability to act as mission controllers by providing console screens with subsystem data on them. [LIST] [*]Console pages available in the MCC: [*]Orbital Operations [*]ACS/Dynamics (attitude control and pointing) [*]Power/Thermal [*]Propulsion [*]Telemetry Monitor [/LIST] [*]New plugin: [B]KSPTOT Connect[/B]. Allows users to connect KSPTOT to KSP (running on the same PC) to perform various tasks: [LIST] [*]Grab the orbit and game UT from straight from KSP! [*]Upload maneuver nodes from the various applications! [*]Place in your GameData directory in your KSP directory. [/LIST] [*]A handful of minor fixes on the KSP TOT side. [LIST] [*]Importing orbits from SFS now works for 0.23. [*]Some other fixes [/LIST] [/LIST] Version 0.11.1 [LIST] [*]Bug fix: Plots in the flyby maneuver sequencer should render correctly now. Before, an error was thrown fairly consistently. [*]Bug fix: Plotting in the Compute Departure window has been corrected. Before only the red dv vector was shown. [*]Bug fix: Uploading a maneuver to a ship in KSP is now restricted to localhost. [/LIST] Version 0.11.2 [LIST] [*]Bug fix: The remaining plot rendering issues should be resolved. [/LIST] Version 0.12 [LIST] [*]New Application: [B]KSP TOT Mission Architect[/B] [LIST] [*]Allows for the planning of complete missions from Kerbin injection orbit to anywhere in the solar system. [*]Plan ballistic trajectories, gravity assist maneuvers, injection orbits and more using the same basic orbital mechanics and patched conics system that KSP uses! No more infinitesimal sphere of influence approximations to ruin your burn planning. [*]Tracks spacecraft mass and fuel usage so you ensure you always have enough fuel to return to Kerbin. [*]Built in mission optimizer can goal seek to target celestial bodies, minimize fuel usage, or hit inclination/eccentricity targets -- all optimally. [*]Full orbit visualization means that you'll know precisely where you're going and how you're going to get there. [*]Mission state log provides the complete spacecraft state at effectively any point along the mission, from initial get-go to the final injection burn. [*]And more! [/LIST] [*]Improvements to the astrodynamics code: [LIST] [*]Orbit propagation code has been vectorized to allow for faster execution. [*]Orbit RV/Keplerian conversion has been vectorized for MUCH faster execution. Code is also far more robust! [/LIST] [*]Improvements/fixes to the rendezvous application. [*]Other minor fixes/improvements too small to note here. [/LIST] Version 0.12.1 [LIST] [*]Fixed issue with vectorized kepler solver; [*]Added lower periapse warning and low propellant warnings; [*]Added zoom slider to orbit display; [*]Added tooltips; [*]Updated colormaps for bodies in bodies.ini: [LIST] [*]Jool [*]Moho [*]Gilly [*]Vall [*]Bop [*]Pol [*]Eeloo [/LIST] [*]Added an unsaved work check upon closing MA; [*]Fixed bug with the Advance Script To Selected Event function; [*]Added scroll bar to Alerts/Warnings box; [*]Fixed rare display issue with Mission Optimizer; [*]Numeric constraints may now have an associated reference body; [*]Active constraint listbox tooltip now displays information on active constraints; [*]Arrow buttons on orbit visualization now wrap; [*]Fixed bug that occured when mission had more than 11 events; [*]Fixed bug that could cause infinite propagator recursion when going to true anomaly of 0. [/LIST] Version 0.12.2 [LIST] [*]Added new constraints to the MA Mission Optimizer [LIST] [*]Orbital Period [*]Non-singular H1 [*]Non-singular K1 [*]Non-singular H2 [*]Non-singular K2 [/LIST] [*]Added Mission Architect Celestial Body Catalog that displays celestial body information [*]Added ability to plot state and state-derived quantities using MATLAB plotting capabilities [LIST] [*]Classical (Keplerian) orbit elements [*]Vector (position/velocity) elements [*]Equinoctial elements [*]Spacecraft masses (propellants, dry, total) [*]Spacecraft eclipse state [*]Other spacecraft state and state-derived values [*]Generates CSV output on command [*]Shows orbital events such as DV maneuvers and apse crossings on the plots [*]Numerous graphical plotting options [LIST] [*]Colors, grids, line width, sub-plots, etc [/LIST] [/LIST] [*]Initial implementation of body rotation code [LIST] [*]MA now computes longitude and latitude [LIST] [*]Optimizer constraint [*]Graphical analysis variable [*]State readout output [/LIST] [/LIST] [*]Added "Other Spacecraft" and "Ground Stations" [LIST] [*]User can define a spacecraft in orbit or a ground station on a body surface [*]Can be used for optimization ("minimize distance to s/c") [*]Can be used for plotting in Graphical Analysis [/LIST] [*]Added burn UT to Rendezvous Maneuver Sequencer [*]Improved MA SoI transition robustness for elliptical orbits [*]Increased optimizer speed for missions with many events [*]Fixed bug with retrieving orbit from KSPTOTConnect [*]Fixed issue with Rendezvous Maneuver Sequencer when trying to compute manenuvers between orbits with similar geometry [*]Fixed issue that could cause script execution to slow with many events [*]Fixed issue with MA mission plan file sizes being >10 MB [*]Fixed issue that caused saving and opening of MA mission plans to be slow [/LIST] Version 0.12.3 [LIST] [*]Two new constraints in Mission Architect: [LIST] [*]Altitude of periapsis [*]Altitude of apoapsis [/LIST] [*]Bug fix to graphical analysis' text output when mission plan had not yet been saved [*]Major change to MA constraint system (now possible to change assigned event after creating constraint) [*]Bug fixes to KSPTOT main functionality, flyby maneuver sequencer, and in other places [*]Bug fixes to Mission Architect [/LIST] Version 1.0.0 [LIST] [*][B]New Application: Multi-Flyby Maneuver Sequencer[/B]. Replacing the Flyby Maneuver Sequencer, this application is capable of generating flyby trajectories around an arbitrary number of celestial bodies. It's also 100x times faster than FMS and tends to generate solutions which are more balanced and achievable. Really, try it out, it's a real work of art and arguably the best set of code I've ever written. [*][B]Mission Architect[/B] has received a number of upgrades: [LIST] [*]GUI now actively indicates when no errors are present in the execution of the missions script. [*]It is not possible to generate orbit constraints based on the current state of the mission and its associated events. See "Script" menu. [*]Two new script execution settings (see "Script" menu): [LIST] [*]Strict SoI Search is an attempt to speed up the execution time of long missions by restructuring the way high->low SoI transitions are found. It can, in some cases, speed up execution and optimization by a factor of 2x. [*]Parallel Script Optimization allows users to take advantage of MATLAB's sophisticated parallel computing abilities to speed up the optimization of the mission script in most cases. [*]Both of these options default to "off" but are available in the "Script" menu. [/LIST] [*]A number of improvements to SoI search in general that increase its robustness. [*]Many, many bug fixes and improvements. [/LIST] [*]A number of other minor fixes and improvements to various other elements of KSP TOT. [/LIST] Version 1.1.0 [LIST] [*][B]New Application: Flyby Porkchop Plotter. [/B]Generates a delta-v contour map for an arbitrary flyby mission sequencer in a similar manner to that of the porkchop plot featured on main GUI. Inspired by diomedea, this application is great for getting the big picture and finding flybys through a more "brute-force" technique. [*]Updates to the [B]Multi-Flyby Maneuver Sequencer[/B][B]:[/B] [LIST] [*]Now accepts a minimum of two waypoints (previously, three) and computes the optimal ballastic trajectory between them. This is basically a way to find optimal, no flyby trajectories using a genetic algorithm. [*]GUI now allows users to specify bound on flight time for each waypoint leg. Previously only the launch window could be specified. [*]Bug fixes and some other minor tweaks to the underlying algorithm. [/LIST] [*]A new[B] splash screen[/B] now appears when loading the application. Features a new KSP TOT logo inspired by the Voyager I and II missions. [LIST] [*]Also fixed the issue where the main GUI would half load, displaying filler/placeholder information for a moment before loading the full GUI. [/LIST] [*]A new [B]Help -> About[/B] menu in the main GUI with application development credits. [*]Fixed a regression in [B]Mission Architect[/B] that made it hard to find SoI transitions in some cases. [/LIST] Version 1.1.1 [LIST] [*]Fixed a bug in [B]Multi-Flyby Maneuver Sequencer[/B] such that the wrong burn true anomaly was being displayed at flyby periapses. [*]Added the ability to import masses of the active spacecraft in KSP straight into [B]Mission Architect[/B] by right-clicking the mass panel in the Insert State dialog box. Must have KSPTOTConnect plugin installed in KSP and KSP must be running in the flight scene for this to work. [*]Added ability to tap Enter/Return on keyboard to save and close the Insert State/Coast/DV_Maneuver/Mass_Dump dialog boxes in [B]Mission Architect[/B]. [/LIST] Version 1.1.2 [LIST] [*]Fixed issue with launch windows in [B]MFMS.[/B] [/LIST] Version 1.1.3 [LIST] [*]Fixed issue with editing thrusters in [B]Mission Architect.[/B] [/LIST] Version 1.1.4 [LIST] [*]The pork chop plot now requests an increase in the maximum delta-v to plot if the minimum delta-v in the data points computed is greater than that value. [*][B]Added the ability to generate bodies.ini files from KSP! [/B] In the File menu of the main GUI, select "Create Bodies File From KSP." [*]Added a note in the generic time entry dialog box clarifying that those times are Earth times, not Kerbin times. [*]Added a new constraint to [B]Mission Architect[/B]: Universal Time constraint. Restricts event end times to the universal times specified by the user. [/LIST] Version 1.1.5 [LIST] [*]Vessels no longer have parts disappear upon loading a save when using the KSP TOT MCC suite. [*]Asteroids are no longer selectable from the MCC Vessel Selection dialog box. [/LIST] Version 1.1.6 [LIST=1] [*]Thanks to bk2w, I now have a vectorized version of the porkchop plot code implemented. Based on his trials, it runs something like 280x faster than before. Needless to say, this is a great improvement! Thank you to bk2w! [*]Implemented an "orbit clipboard" across the whole KSP TOT application, including Mission Architect, Multi-Flyby Manuever Sequencer, etc. Right click on any orbit entry panel to get a menu for copy/pasting an orbit to the KSP TOT orbit clipboard. You can also right click on any orbit state log panel in Mission Architect to copy the orbit from what you're seeing. This works on the main GUI and in the State Log window, too! [*]Added Mean Anomaly to the Mission Architect state log tooltips. [*]Fixed a bug with using the Mission Architect State Log with only one event in the mission script. [*]In the Mission Architect Insert Coast dialog box, when inserting a Go To UT coast, you can now right click the UT value, min UT value, and max UT value boxes to enter a UT as a Date/Time string, as you can everywhere else in the GUI. [*]One or two other minor things I found along the way. [/LIST] Version 1.1.7 [LIST] [*][B]Major improvements to the KSPTOTConnect netcode courtesy of RadarManFromTheMoon[/B]. These improvements significantly increase the robustness and speed of KSP TOT Connect, making it much more enjoyable to use. Thanks, RadarManFromTheMoon! [*][B]New Mission Architect Tool: Mission Animator[/B]. Mission Animator is a multi-purpose visualizer and animation creation tool for Mission Architect. [*]Three new objective functions in Mission Architect: maximize inclination, maximize eccentricity, and "satisfy constraints". [*]2x speed up of Mission Architect script execution when using Strict SoI Search [*][B]Time may now be specified in Earth units or Kerbin units.[/B] NOTE: Kerbin units are HIGHLY experimental. Report any issues with KSP TOT while using Kerbin units immediately. [*]Bug fixed with MA Graphical Analysis tool when plotting against MET. [*]New "Distance Traveled" option in MA Graphical Analysis. [*]Fixed two bugs with Maneuver Exec Assistant [/LIST] Version 1.1.8 [LIST] [*]A new aerobraking event for Mission Architect; [*]A huge set of new options in Mission Animator; and [*]Lots of little bug fixes and tweaks. [/LIST] Version 1.1.9 [LIST] [*]New Features for [B]Mission Architect[/B]; [LIST] [*]A new finite duration burn model that takes into account the duration of a burn, and thrust and Isp of the engine; [*]Aerobraking updated to include both stock and NEAR/FAR models; [*]A new launch window analysis tool; [*]A new delta-v budget tool; [*]Improvements to mission optimizer behavior; [*]Improvements to undo/redo functionality (was causing some slow-downs after many actions); [*]Bug fixes and other minor improvements; [/LIST] [*]Compiled [B]KSPTOTConnect [/B]against KSP v0.90; [*]Added a search window length input to [B]Rendezvous Maneuver Sequencer[/B]; [*]Some minor fixes to the [B]KSPTOT Real Time System (RTS).[/B] [/LIST] Version 1.2.0 [LIST] [*]Upgraded [B]MATLAB Compiler Runtime to version R2014b x64[/B]. [*]Added a search parameter slider to [B]Rendezvous Maneuver Sequencer[/B] that allows the user to adjust the way the optimizer works. [*]Added ability to split impulsive DV maneuvers in [B]Mission Architect.[/B] [*]Changed aerobraking models away from the impulsive approximation and replaced those with numerical integration that should be much more accurate. [*]Added a function to [B]Mission Architect Graphical Analysis[/B] that allows the user to draw lines at specified points on the plots [*]Lots of other bug fixes and minor tweaks to [B]Mission Architect[/B]. [/LIST] Version 1.2.1 [LIST] [*]Fixes an issue with the rotation rate of Kerbin in the bodies.ini file. [*]Fixes an issue with the way spacecraft are displayed in the Mission Animator. [*]Fixes an issue with lat/long calculations. [/LIST] Version 1.3.0 [LIST] [*]Added the ability to specify the line style of Other Spacecraft orbits in [B]Mission Architect[/B] when rendering. [*]Added ability to plot the orbits of Other Spacecraft in the main [B]Mission Architect[/B] render window. [*]Added option to replace small children bodies with circular markers in main [B]Mission Architect[/B] render window to improve their visibility. [*]Added ability to open MATLAB FIG files right from [B]Mission Architect[/B]'s file menu. [*]Added ability to close most [B]Mission Architect[/B] windows using the Esc key (will not save any input, is equivalent to hitting the X in the window corner). [*]Updated [B]KSPTOTConnect [/B]plugin for [B]KSP v1.0[/B]! [*]Removed previous stock drag model from [B]Mission Architect[/B]'s aerobraking event code. [*]Many, many bug fixes and other small improvements/enhancements. Thanks to Gaiiden for his help in identifying many of these! [/LIST] Version 1.3.1 [LIST] [*]Resolved an issue with axis scale in Mission Animator cutting off orbits; [*]Resolved a few issues with KSPTOTConnect plugin that prevented a bodies.ini file from being generated correctly; [*]Updated bodies.ini file to use GM values and atmospheric values from KSP v1.0.x; [*]Resolved an issue with the Keplierian -> Vector elements conversion subroutine that caused an issue when eccentricity was 0.0 and inclination was greater than 0.0. [*]One or two other minor bug fixes and tweaks. [/LIST] Version 1.3.2 [LIST] [*]10x decrease in run time on the Kepler solver. This is due to eliminating the use of fzero() for both elliptical and hyperbolic cases. Should reduce total run time by 15-20%. [*]Eliminated a findObj() call that should reduce total runtime by 5%-10%. [*]Enabled strict SoI search by default, which should reduce total run time by 10%-20%. (I've also seen it do nothing, though, so it's very situation dependent.) [*]Added a selective SoI search feature which can be used to further reduce run time as requested by the user. [*]A few other bug fixes and tweaks. [/LIST] Version 1.3.3 [LIST] [*]Fixed a bug that occurred occasionally when propagating a mission plan; [*]Added a "Get Orbit for Active Vessel" feature to Get Orbit context menus. [/LIST] Version 1.4.0 [LIST] [*]Added a [B]Communications Network Analysis tool[/B] to Mission Architect. This feature allows you to assess communication node visibility, total comm path distance, and network node utilization. [*]Added a [B]ground station elevation angle[/B] task to Mission Architect's Graphical Analysis tool. This is useful for assessing when comm spacecraft go below or rise above the horizon (and therefore become useful). [*]Added a series of [B]astrodynamics calculators[/B] to Mission Architect's suite of tools. [*]One or two minor bug fixes here and there. [/LIST] Version 1.5.0 [LIST] [*]Added a Mission Notes section under the Edit menu, let's you record text or whatever you want and store it for later. [*]Added a Staging event to the Events menu. This is basically a Mass-only Set State: you tell it what your post staging dry mass, fuel/ox mass, etc masses are and it sets them for you. Useful for when you're dropping partially used stages, and very complementary to the existing MASS_DUMP event. [*]Added commentary to the bodies.ini file. [*]Added the KSP v1.0 atmospheric model to KSP TOT Mission Architect. [*]Some performance optimizations related to the redo/undo menu and its backend data. [*]Four new DV maneuver types, all of which use spherical coordinates. Spherical coordinates use an azimuth (angle in a plane) and elevation (angle out of the plane) and DV magnitude to define the maneuver. There are inertial and orbit impulse maneuver types as well as inertial and orbit finite burn duration maneuver types. The best use for these new types to allow you to specify the min and maximum delta-v magnitude for the optimizer. [*]Resolved an issue where the GUI would rapidly slow down after running the optimizer multiple times. This issue was around since v1.0.0 but was exasperated by v1.4.0. The actual root cause of the issue is probably a bug in MATLAB's memory management, but I actually like the fix better than the old way I was doing things, so I'm going to keep it permanent. [*]Resolved an issue where variables not marked for optimization in a burn (or any multi-variable event) would get changed by the optimizer. [*]"Re-optimize Mission" in the Mission Architect Optimization menu now actually serves a purpose and is useful. Before it would just run the exact same case again, providing the same answer you already got. Now it runs the current script with the same optimization settings/constraints/objective/etc, which was its original purpose. [*]Some other minor speed improvements here and there. [*]Other minor fixes and optimizations. [/LIST] Version 1.5.1 [LIST] [*] KSPTOTConnect compatibility with KSP v1.1.2 [*] Lots of bug fixes and stability work. [/LIST] Version 1.5.2 [LIST] [*] Resolved an issue with Mission Architect erroring when creating a constraint. [*] Added EXPERIMENTAL support for bodies.ini files that include spaces and special characters in body names. [/LIST] Version 1.5.3 [LIST] [*] Resolved an issue with loading in bodies.ini files from Outer Planets and other KSP mods. [/LIST] Version 1.5.4 [LIST] [*] KSPTOT now runs on a new MATLAB Compiler Runtime, R2015b x64! This requires an install of this runtime to use KSPTOT. Please see the OP or this link to download the new MCR. [*] Bug fixes for the Mission Architect Comm. Network Analysis Tool's pathfinding algorithm; [*] A bug fix in the Multi-Flyby Maneuver Sequencer's use of the compiled Lambert solver when using Kerbin time; [*] Fixes to a bug in Mission Architect orbit angle constraints (RAAN, argument, etc). [*] Additions of new constraints in Mission Architect: prograde/normal/radial distance from Other Spacecraft, and Relative Velocity to Other Spacecraft [*] Addition of new Mission Architect Graphical Analysis tasks: prograde/normal/radial distance from Other Spacecraft, and Relative Velocity to Other Spacecraft [*] A few other minor tweaks here and there. [/LIST] Version 1.5.5 [LIST] [*] Fixed issue with starting parallel pool in Mission Architect (matlabpool -> parpool) [*] Added ability to remove mass at a constant rate from spacecraft during coasts [*] Added ability to rename propellant types [*] Mass dump GUI now shows fuel type being dumped for delta-v dump [*] DV maneuvers now have a line color for plotting similar to coasts [*] Added ability to run multiple MFMS runs in sequence in a hands-off manner [*] Added ability to save the text output from MFMS runs to file without manual copy/paste [*] Added function to Mission Architect to create a "trajectory map" similar to what MFMS outputs (Tools -> Create Trajectory Map) [*] Replaced the previous end-of-optimization prompt with a scorecard that allows the user to choose between the final optimization result, the optimization iteration with the best objective function value, or the optimization iteration with the best constraint value. [*] Added "Copy Orbit After Selected Event" item to MA script context menu [*] Lists of celestrial bodies which contain the full body list are now arranged in a hierarchical order with appropriate indenting [*] Fixed bug with MFMS in which the waypoint panel header did not update when the central body is changed [*] Fixed bug with other spacecraft and ground targets related to their body. May need to recreate these items if you're on a v1.5.5 pre-release. [*] Added initial orbit epoch and mean anomaly to the Multi-Flyby Maneuver Sequencer input [*] Fixed a bug with the algorithm that adjusts departure time to account for mean anomaly and epoch in the "Compute Departure" tool. [*] Fixed a bug with MFMS "Get Orbit from SFS File" functionality [/LIST] Version 1.5.6 [LIST] [*] Added hyperbolic velocity unit vector constraints to Mission Architect [*] Added hyperbolic velocity unit vector component tasks to Mission Architect Graphical Analysis [*] Added ability in Mission Architect for impulsive maneuvers to be split by burn duration as well as delta-v [*] Fixed bugs in Mission Architect's Convert Impulsive Maneuver and Split Impulsive Maneuver functions [*] Added solar beta angle task to Mission Architect Graphical Analysis [*] Fixed bug with computing event duration in Mission Architect [*] Added stock comm max range model (sqrt(r1*r2)) to Mission Architect comm network analysis tool. [*] Resolved issue with Mission Architect where trying to open up two sessions of MA would kill the first session without any prompting. [*] Resolved issue with Mission Architect where the number of revolutions in a coast would be computed incorrectly when opening the Edit Coast dialog box. [*] KSPTOTConnect updated for KSP v1.2. [*] KSPTOT Real Time System now uses skin temperature in the thermal console screen. [*] Open Mission Plan and New Mission Plan menu items in Mission Architect no longer prompt about unsaved work if the mission plan is fulled saved with no outstanding changes. [*] Fixed: Issue with missing matlabrc file. [*] Fixed: "Other Spacecraft window stays open on loading new project" [*] Fixed: "Enabling script->parallel throws error" [*] Fixed: "Copy/Paste orbit data does not include orbiting body" [*] Fixed: "Mission Architect optimization window no longer forces itself to front"while optimizing. [*] Fixed: "f(x) going from positive to negative messes up the middle chart in the Mission Optimizer window" [*] Implemented: "Notify user of successful tabular text output when using a saved mission file" [*] Fixed: "KSP TOT still expects anomalies in the range of [0, 360]" KSPTOT no longer returns anomalies outside of [0, 360] [*] Updated: "bodies.ini GM/Atmosphere/Rotational periods" [*] Fixed: "No trajectory plotted through Kerbin SOI for asteroid coming from sun orbit" [*] Updated: Mission Architect SoI search mode no longer starts out "strict" [*] Fixed: "Mun SOI intercept not found on trajectory that passes through Mun’s SOI" [*] Fixed: "KSPTOT will get orbit info, but will not read maneuver nodes" [*] Implemented: "Other Spacecraft dialog has disabled input if no vessels listed until Add Spacecraft button is clicked" [*] Implemented: "In the execution assistant, add ability to right-click and read next maneuver node from KSP" [*] Implemented: "In the Orb Ops console, display the maneuver node's True Anomaly, to match what the execution assistant wants" [*] Implemented: "MA save dialog notes if save file is dirty or not" [*] Fixed: Resolved issue where pasting an orbit into the MA Other Spacecraft window would not apply that orbit to the selected spacecraft. [/LIST] Version 1.5.7 [LIST] [*] Mission Architect: New experimental N-body coast event. This event models N-body gravity for selected bodies. Allows for basic Principia compatibility. [*] Mission Architect: New event "Docking" that models the user spacecraft being docked to another spacecraft by propagating the user spacecraft along the same orbit as the other spacecraft. [*] Mission Architect: New event "Landing" that fixes your spacecraft relative to the rotating surface of the current central body. Can be used to model landings on the surface. [*] Mission Architect: New initial state type "Estimate Launch." Allows for users to model a launch into a circular parking orbit at a desired altitude. Useful for determining initial orbits when that information is otherwise hard to guess or not available. [*] Mission Architect: Initial state parameters may now be optimized like burn and coast parameters. [*] Mission Architect: Relative in-track, cross-track, and radial positions of other spacecraft are now represented more correctly in Graphical Analysis. [*] Mission Architect: Major update to the optimizer contraint system that allows for nearly all Graphical Analysis tasks to be used as constraints. [*] A number of bug fixes in Mission Architect and the KSPTOTConnect plugin. [/LIST] Version 1.5.8 [LIST] [*] [Implemented] MFMS now allows for multiple revolutions around the central body for each leg of the tour. [*] [Implemented] RSS-like propagation of celestial bodies is now usable throughout the application. The code will handle SoI transitions correctly in Mission Architect. [*] [Implemented] KSPTOT main UI options are now stored in the appOptions file and persist through sessions. [*] [Implemented] Minor quality of life improvements in Mission Architect. [*] [Fix] Resolved issues with the way SoI transitions are computed that could cause an SoI transition to be missed. [*] [Fix] Fixed rare bug with loading mission plans in Mission Architect. [*] [Fix] Numerous bugs contained in the Compute Departure function. [*] [Fix] Resolved many other issues with Mission Architect. [/LIST] Version 1.5.9 [LIST] [*]Update KSPTOT to use MATLAB Compiler Runtime version R2017b. [*]Resolved issue with KSPTOT RTS. [*]Added minimum periapsis radius constraint for MFMS. [*]Fixed issue with KSPTOT Mission Architech drag calculations. [*]The Mission Architect optimization algorithm is now select-able from the Script -> Execution Options menu. [*]Mission Architect aerobraking events can now select a color to use for drawing on the UI. [*]Added the MATLAB version the application is running on to various splash screens and informational texts. [*]Mission Architect orbit display clipping parameter updated to "rectangle"; should help with some funny clipping issues that existed previously. [*]"Central Body ID" constraint should now be smooth instead of discrete. This should help with using this constraint during optimization. [*]New "Eve Aerobraking" MA example [*]Added a total mission duration constraint in MFMS. [*]Increased the fidelity of the Mission Architect SoI search routine with the addition of another algorithm. [*]Added an error message to MA when the optimizer hits a NaN for a control variable. [*]Messages are written to MA output when you change optimizer algorithm. [/LIST] Version 1.5.10 [LIST] [*] Corrected an issue with the SFS import function [*] Added the ability to set the line style of coasts and finite DV maneuvers. [*] Added the line style updates to five Mission Architect events. [*] Updated the drag coefficient calculator to use orbital energy instead of SMA to solve on. [*] In Mission Architect, after running the optimizer, any constraints that are active or violated after optimization will show a warning message with information about the constraint values and bounds. [*] Resolved issue with the MA Delta-V dialog box not updating until another event is processed. [*] Resolved an issue with the main MA UI not refreshing after optimization. [*] Added a warning to MA if the user tries to close the application while the software is processing data (either because the UI is running the mission script or the orbit display is updating). [*] Corrected a bug in the SoI transition code. [*] Importing orbits from KSPTOT Connect into RMS and OTBOC tools now automatically sets the central body correctly. [*] Fixed a bug with the context menu in OTBOC tool. [*] Added SoI search tolerance menu option to Mission Architect; [*] Added ability to perturb Mission Architect optimization variables by a percentage amount via menu; [*] Fixed bug with Mission Architect optimization constraint analysis warning text; [*] Added warning dialog to MFMS is the user attempts to close the UI while MFMS is running. [*] Mission Architect: Two new graphical analysis tasks and constraints, the hyperbolic excess velocity vector right ascension and declination angles. [*] Mission Architect: The Optimizer observation window is now more useful. The top plot showing variable values has been changed such that it plots from lower bound to upper bound of every value. This means that extra large variable values (like times) will not completely wash out the plot anymore. [*] MFMS: The number of decimal places in the output window has increased to 4 for each united value. [*] Mission Architect: Tweaks to the options fed into the fmincon optimizer algorithm. [*] Mission Architect: Included a new example case file: Kerbin-Eve-Jool-Eeloo mission. [*] An error message when the MFMS optimizer returns abnormally, with a particular suggestion to check the waypoint flight time and maximum mission duration constraints. [*] Update to the SoI transition search code that should now precisely find the SoI boundary for downwards transitions. [*] Fixed a bug with the optimizer constraint warning message units. [/LIST] Version 1.6.0 [LIST] [*] NEW TOOL: Launch Vehicle Designer! Launch Vehicle Designer (LVD) is a new analysis tool within KSPTOT. It's purpose is to provide an intuitive way to perform simple-to-complex analysis of launch vehicles and their trajectories. It can model staging, atmospheric forces, variable engine thrust and Isp, a number of steering laws, SoI transitions, and a whole host of other activities that one normally carries out in KSP. Also, because of the general nature of the tool, an analyst could actually use LVD for a full end-to-end mission design, from launch, to in space maneuvers, to landing, to splashdown back at Kerbin. [*] Bug Fix: Fixed a bug with Mission Architect's Launch Window Analysis tool. [*] New Feature: Mission Architect can now more intelligently look for SoI transitions using the "Num. SoI Search Attempts" function. [*] New Feature: Mission Architect supports the Orbit Decay mod. MA can now model semi-analytic orbit decay due to atmospheric drag effects. [/LIST] Version 1.6.1 [LIST] [*] Added a "normal force" model; [*] Added the ability to select the integrator algorithm used for each event; [*] Added new Event Actions to modify drag and lift force properties; [*] Escape key now closes most LVD UIs; [*] Added a dynamic pressure task to Graphical Analysis; [*] Added ability to set the integrator step size for each event; [*] Added "non-sequential events" that can be triggered based on a specified condition in between sequential events; [*] Added a Thrust to Weight throttle model that holds a particular T2W ratio; [*] Added constraints for all existing attitude angles and throttle quantities; [*] Added Graphical Analysis tasks for tank masses, stage dry masses, engine active state, and stage active state; [*] Added "stopwatches" that can be turned on and off during a mission to determine the amount of time between arbitrary events (includes constraints and GA tasks); [*] Added a new LVD example that shows how to model asparagus staging while demonstrating a full trip from Kerbin to the Mun's surface and back to Kerbin; [*] Added ability to selectively turn on and off force models for each event; [*] Greatly sped up the time it takes to perform any action in the UI that could be undone; [*] Added total thrust as a graphical analysis task and constraint; [*] Many, many performance improvements to the LVD script execution engine. Executing an arbitrary script now takes 25%-50% of the time it did in v1.6.0, on average; [*] Many, many bug fixes! [/LIST] Version 1.6.2 [LIST] [*] New Linux Version of KSPTOT! [*] Added new "two body time to impact", "impact latitude", and "impact longitude" tasks to LVD's Graphical Analysis tool. [*] Added new "tank mass flow rate" task to LVD's Graphical Analysis tool. [*] Added checkboxes to show SoI radii and body children on the main LVD UI. These work identical to those in Mission Architect. [*] Added ability to test an LVD event with all possible integrators to see which one runs the fastest. Accessible from the LVD Edit Event dialog box. [*] Added the ability to set the width of plotted trajectory lines in Mission Architect and Launch Vehicle Designer. [*] Added ability, in Launch Vehicle Designer, to create "Tank to Tank" connections that allow flowing mass from one tank to another. Useful for basic life support modeling or modeling propellant refueling. [*] Added ability to see SoI transitions in LVD's Graphical Analysis tool. [*] Added ability to define fluid types and assign those types to tanks. Now tanks that hold xenon or monopropellant will not have their mass accounted for as "Liquid Fuel/Ox." [*] Added a new LVD Event Action: "Reset Extremum Value." Allows for an extremum to forget it's value in the middle of a mission so that it can be reused accurately later on in that same flight. [*] Reworked the Mission Architect Insert/Set State user interface to be less tall and wider (fits on lower resolution monitors better). [*] Many bug fixes and LVD script execution performance enhancements. [/LIST] Version 1.6.4 [LIST] [*] LVD: Added tooltip to edit constraints dialog box listbox. [*] LVD: Added drag coefficient GA task [*] LVD: Performance enhancements to cross product and the deep copy stage state functions [*] LVD: Fix bug that was causing improper handling of non-sequential events in the sim driver [*] LVD: Added radius beyond SoI radius validator. [*] LVD: Option to set event specific initial step size for integrator, and then optimize that step size via context menu. [*] LVD: When holddowns are enabled, integrate in the body-fixed frame with zeros for the pos/vel rates. (Performance enhancement) [*] LVD: Added event termination condition direction option. [*] Flyby Porckchop Plot: Resolved "not enough inputs" bug [*] MA/LVD: All NEW MA and LVD cases will use spline interpolation for their atmospheric table interpolations. [*] MA: Resolved an issue with atmo data being overwritten in MA when any undo/redo state is created. [*] LVD: T2W is now computed at true altitude and not sea-level. [*] MA/LVD: Update to temperature model. All missing terms have been added now. [*] MA: Updates to soi transition to eliminate a case where the soi max search UT was infinite when the go to tru DT was 0. Has been fixed to just assume that no time is passing. [*] Resolved potential issue where atmo curves for bodies would not load correctly when loading a new bodies.ini file if the order of bodies in the old bodies.ini was different than in the new bodies.ini file. Clearing a persistent var in processINIBodyInfo does the trick. [/LIST] Version 1.6.5 [LIST] [*]MA/LVD: Added option to auto-propagate (or not) the mission script when changes are made to it. Useful when your script takes forever to propagate and you have lots of changes to make. [*]MA: Improved robustness of "coast to function value". [*]MA/LVD: Editing mission notes prompts user to save file (asterisk in window title). [*]LVD: Overhaul of optimization: [**]Added new optimizer: NOMAD [**]Added new option for computing gradients of objective function (a custom finite difference scheme) [**]Added a new UI for selecting optimization algorithm. [**]Added many new options for FMINCON and Pattern Search algorithms (including two new UIs for them). [**]Removed all the old optimization options (they are incorporated to the new options now). [*]LVD/MA: New mission plans now use the celestial body data that's currently loaded in the main KSPTOT GUI and not the data from the previous mission plan. [*]LVD: Added a new impulsive delta-v event action. [*]LVD: Added a new event number and total effective specific impulse (Isp) tasks to Graphical Analysis. [*]LVD: Objective functions are now "composites" of a number of sub-functions. Those sub-functions mirror what is available for use as a constraint. [*]LVD: Added a constraint (and therefore also an objective sub-function) for the amount of delta-v expended during an event. Listed under "event delta-v expended" or something to that effect. [*]LVD: In the initial state dialog box and the set kinematic state action dialog box, state representation and reference frame are now select-able in more combinations than before, and adding new reference frames and state representations is much, much easier going forward. [*]LVD: New "set kinematic state" action. Use this to set the time, position, velocity, and stage states of the spacecraft arbitrarily (or optimize them), or inherit them from the final state of a previous event. [*]LVD: New time, position, and continuity constraints for use with the set kinematic state action. [*]LVD: FMINCON options now allow constraint, optimality, and step tolerances to go to 0. [*]LVD: Objective functions are now "composites" of different functions. The values of these functions are added together in a fashion defined by the user. [*]LVD: New plotting methods for events (applies to both the orbit display in the main LVD UI and graphical analysis plots). [*]LVD: Minor performance enhancements to calculating atmospheric temperature. [*]LVD: Resolves an issue with the true anomaly event termination condition where the directional termination was reversed from expected behavior. [*]LVD: Added a pop out orbit display button to the main LVD UI. [*]LVD: Added the ability to compute the gradient sparsity to the custom finite differences gradient method, which can improve optimization speed and accuracy in some situations. [*]LVD: Added IPOPT to optimizer list. [*]MA: Resolved issue with orbital decay on coast that was breaking it. [*]MA: Resolved two issues with MA drag coefficient calculator that would slow down the calculations in some instances. [*]MA: Marker type for mission animator added. [*]Fix to SFS file read. Bug was causing some vessels to not get found in the file. [*]LVD: Addition of a new propagator type, "Two Body Motion." This change also includes a number of backend reworks to incorporate a new way to propagate spacecraft orbits and a generic interface for adding new propagator types in the future. [*]LVD: Changed drag model such that drag coefficient is now entered as set of points which are interpolated over. Drag coefficient data may be imported from a CSV file. [*]LVD: Added a new, fifth order fixed step integrator, ODE5. See below for more information. [*]LVD: Added drag area to graphical analysis outputs. [*]LVD: Added Cntrl-F shortcut to remove or re-added event from optimization. [*]MA: Resolved issue with plotting periapsis crossings. [/LIST] Version 1.6.6 [LIST] [*] MA: Resolved issue where Ground Targets UI would not open. [*] LVD: Adjust variables UI is now not modal. [*] LVD: Graphical analysis now has an "event termination" time indicator line option for plotting. [*] LVD: Resolved bug when adding a Set Drag Aero Properties action to an event that caused an error to be thrown (and no action to be added to the event). [*] LVD/MA: Fixed issue with eclipse calculations being wrong; [*] LVD: Implemented plugin system. [*] Performance improvement when looking up celestial body data by body ID number. [*] LVD: Creation of new view settings/profile system that greatly expands what can be viewed and how. [*] LVD: Addition of two-body rotating frame math under the hood, for use with the state representation code. [*] LVD: Resolved an issue with the Adjust Variables dialog box that could cause errors to be thrown under certain circumstances. [*] LVD: Added thrust continuity options to the various thrust profiles. [*] LVD: Added ground objects, which allow users to model stations and vehicles that primarily exist on or move relative to the surface of a celestial body. [**] The view settings also allow rendering these ground objects in the display window, and ground track and line of sight can also be viewed. [**] Graphical analysis tasks allow you to plot ground object quantities over time. [*] MA/LVD: Added the ability to change the renderer between OpenGL and Painters. [*] LVD: New derivative and integral calculations for all quantities. Can be plotted in Graphical Analysis and used as constraints and objective functions. [*] All numeric textboxes in KSPTOT now support more complex math functionality, including exponents, square roots, trig functions, and logs. [*] LVD: Creation of an electrical power system (EPS) modeling engine that helps track power generation, storage, and usage onboard a spacecraft. [*] LVD: Initial State steering model variables and throttle model variables will now show up as "initial state" and not "event 0" in various places. [*] MA/LVD: Graphical Analysis now has an altitude independent variable option. [*] LVD: Graphical Analysis can now plot data using event colors. [*] MA/LVD: Fix for mismatched matrix dimension error in SoI search functionality. [*] LVD: New Steering Mode: Attitude Interpolation. Specify (and/or optimize) your initial and final states and interpolate between them over time. [*] LVD: Fixed a few minor bugs with GA and the ODE5 integrator. [*] MFMS: Resolved an issue with wrong powered flyby burn delta-v output being displayed on the user interface. [*] VST: Added an example file for the Vehicle Sizing Tool. [/LIST] License KSP Trajectory Optimization Tool is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 United States License.
  2. KSP Transfer Illustrator Link Description Inspired by existing mission planning tools (alexmoon's Launch Window Planner and Arrowstar's Trajectory Optimization Tool), I have made a web app in Python using Plotly Dash to help visualize trajectories for mission planning. The KSP Transfer Illustrator can: Generate Porkchop plots to visualize Δv costs for transfers across a range of departure and arrival times Compute transfers between spheres of influence (e.g. Kerbin to Duna) or within a sphere of influence (e.g. two distinct orbits around Kerbin) Determine optimal times and magnitudes of plane-change maneuvers during a transfer Determine ejection/insertion trajectories for transfers that involve exiting/entering a body's sphere of influence Display interactive 3D plots of the calculated trajectories Create downloadable HTML files with the interactive plots While the KSP Trajectory Optimization Tool is much more powerful and has many more features, the idea is that Transfer Illustrator can be used without downloading or installing any software and has an unintimidating user interface. I've also tried to make this app have some additional flexibility compared to the Launch Window Planner and to make it easier to interpret the information provided about orbit parameters and burn information. Plans for this project While the app is already in a usable state, there are several improvements I plan on making: Find a new way to deploy the app (the free version of Heroku I'm using has issues with worker timeouts during long computations) Add UI elements to help copy and paste orbit details Add more robust support for other solar systems (e.g. Kopernicus) Find way to allow interactive plots to be embedded in forum posts Make the app a bit prettier This is my first project in Python and my first ever attempt at making a web app, so there's probably a lot that I can do to improve! Any suggestions or advice would be appreciated. Also, if you come across any bugs or incorrect results when using the app, I would appreciate feedback on the project's GitHub repository. Please share any requests for new features! The KSP Transfer Illustrator is licensed under the MIT License.
  3. Hi there, I'd like to suggest a small and easy contest, which is all about launch efficiency, trajectories, gravity turn, etc. You'll find below a Full Stock Craft : A quick VAB pic of this very basic rocket : What you can do : - tweak every contextual parts menu : engine's gimbal, booster's power, fuel capacity, fairing jettison option, Autostruts, Rigid connection, fuel consumption priority... Etc. - modify the staging : fairing separation sooner, synchronize a decouple with the upper engine, etc. - fly the way you want, provided that you're not using dirty alpacas, bug using, AltF12, etc. - you can use any AutoPilot mod or script you want : be sure to avoid adding Parts, I know there is Partless version of MechJeb for instance. Otherwise that would add some mass / drag. - mods are generally okay, they do not alter physic in any way and you're not adding any parts, etc, see previous rules :p What you cannot do : - obviously, you can't add or remove any parts. And you can't do anything to the Payload. - do not unlock the upper tank of the last stage, it's here for a reason : you should be able to put that craft into orbit without touching the locked tank, with margin. If you don't, you're in the good place to ask for tips, do not hesitate - do not use any mods / thing that is altering the Stock Physic. Provide some screenshots you want, but one them must be the Orbit View, after reaching 100x100km circular orbit, minimum, just like the next image : If you're using some AutoPilot mod, please provide a Screenshot of the settings panel as well, as it's one of the thing that i'm personally interested in : i've never find any one beating me at this challenge using autopilot :p Your goal : preserve as much DeltaV you can ! We will only look at the Stock indicator, at the lower left corner ! You should provide : a screenshots of the orbital view showing the 100x100 circular orbit minimum and the Lower Left corner DeltaV Stock indicator, and any other screenshots or information regarding what you've tweaked / change, according to the rules, as well as AutoPilot Settings Panel, if you're using one. Try to use a recent version of KSP, at least from 1.7.1 since this is the one that brought the Stock DeltaV indicator. Any feedback appreciated if there is questions, suggestions, etc !
  4. Sometimes, with KSP 1.9.1 modded With KSP Interstellar Extended and Kerbal Alarm Clock, the orbit changes from circular to highly elliptical with all engines off if the ship is between apoapsis and periapsis.
  5. Good evening/morning everyone, So I have recently managed to get into a co planer orbit with my temporary space station, however, I am co planer with it but at opposite sides of Kerbin. Watching the tutorials, it looks like I was meant to get co planer with it, but quite near it in order to rendezvous and then obviously dock. Is there a way I can rendezvous with it currently or will I need to drop my orbit altitude in order to slow down and then rendezvous? Many thanks, Joe.
  6. Alright, so it took me far longer than I care to admit to figure this out. ...maybe I never figured it out and someone told me how to do it. :-D As with all things, once you know the trick, it does seem painfully obvious. I felt a little dumbstruck when it was shown to me, so I figured it might be worthwhile to post a "How To" for everyone. Given a Kerbin day is 6 hours... Every 3 hours the KSC is in the perfect launch window to fly your craft directly into a Minmus inclined orbit. So at any given time, you are no more than a few hours worth of game time acceleration away from a Minmus launch window. Knowing this, there is no reason for me to ever do a secondary burn to adjust my orbital plane to align to Minmus, which obviously speeds along my Minmus missions and saves me fuel. This quick video shows you exactly how to do it!
  7. Video link: (pay attention to the Apoapsis marker position and altitude) I have no idea of what's causing this. It's happening to every craft I have in orbit, although not with the same intensity (smaller crafts seem to be affected less) This issue is really messing up my game though. Not only Rendezvous/SOI Interceptions can be lost because the plotted course simply changes after the time warp; but in this specific example in the video, I need the AP/PE markers to stay in the same place as I'm deploying a satellite every time the main ship passed through it's AP, this way ensuring proper separation between each satellite. Anyone has any idea on what's causing this? God, every day KSP has a new different bug that will probably take ages to be fixed... Edit 1.: I'm not entirely sure, but I'm pretty confident I know what might be causing this issue, although I have no idea how it could be fixed. The ship I'm using is quite tall as it has on the top 2 fairings with interstage nodes so I could fit 3 small satellites on top of each other. Now, I'm not sure how the game takes into account where the "center" of the ship actually is during map view (if it's either the Center of Mass, the most central point regardless of the mass, the active "control from here" module or even something else entirely), but it seems like this center point is not really aligned with the orbit line center (let's say it's 10m below the orbit point for example). This 10m offset therefore becomes the new center of the orbit when I switch from real time into warp mode. Therefore, as I switch, the game recalculates my orbit 10m below from where it actually was, causing bigger changes far away on my orbit. Maybe if the Devs had/could implement a system in which the game takes my orbital values (AP / PE values) before I start the Warp and put them back in after the warp is done this problem would be fixed; instead of recalculating it as the warp is finished.
  8. A while ago I had a question that went a little like this: "Planet Kerbin has a radius of r from its center and gravity of G. Two identical rockets launch from the equator at opposite sides, and start accelerating along the rotation of the planet with the velocity of V. At what time after they finished acceleration did they reach maximum distance from each other, and what was the distance?" It also said in its prefix that "people attempting this question might want to find out a little about Kepler's laws." I think I got the answer, but I am not sure if it is right, as I didn't know any good method of doing such a calculation. Could you please help me by telling me how do you find out these variables algebraicly? I also found the only picture that I had of this question, and here is a graph that went with it
  9. So, when I'm doing a gravity turn. I always have SAS on, I know how to get into orbit and do a gravity turn. Though, recently when I've been doing a gravity turn. My pro grade pitches slightly up, note that i'm not giving any input for it to be doing that. Not sure why, and like I said. I've done this so many times before, and i've done it really good. Though now that I do a gravity turn, I have this problem. I usually use stock KSP rockets as I'm not very creative. And if its built by the KSP team, its impossible to be a design flaw. The only thing I add onto the stock ksp rockets is the mechjeb case which I usually place at the command pod. I'm not quite sure as to why this might be happening. I'll be sure to answer any questions you guys have!
  10. I am doing a mission where I have to launch a satellite into a specific orbit in Minmus, Although I have matched up the specific orbits, It doesn't say I complete the mission. Please possibly upload tutorial on how you do it around Minmus.
  11. Your objective: Build the smallest rocket possible that can get into orbit. There are 2 categories, each with 2 sub-categories. I will judge each rocket in 2 separate ways, cost and mass. Each one will have its own leader board. The rules are simple. No cheating with Hyperedit, debug menu, ect. The rocket must be completely stock. No mods that alter physics and no clipping parts to exploit physics. The rocket can be manned or unmanned, each will have their own leader board. Make sure to post pictures showing your rocket in flight and showing it's mass and cost. ALSO: The rocket must be a rocket, not a cross between a rocket and a plane. It must take off from the launch pad ,and have other rocket qualities. This is my entry LOWEST MASS ROCKETS Unmanned: 1. Pds314- 0.855 tonnes 2. Pds314- 1.091 tonnes 3. mystified- 1.491 tonnes 4. Johnster_Space_Program- 3.420 tonnes 5. DRAG0Nmon- 4.460 tonnes Manned: 1. Aetharan- 1.990 tonnes 2. Aetharan- 2.053 tonnes 3. Aetharan- 2.085 tonnes 4. Aetharan-2.159 tonnes 5. Ironbars- 2.175 tonnes LOWEST COST ROCKETS Unmanned: 1. Pds314- 640 kerbucks 2. Pds314- 2110 kerbucks 3. mystified- 4580 kerbucks 4. Johnster_Space_Program- 5250 kerbucks 5. DRAG0Nmon- 7,154 kerbucks Manned: 1. TheFlyingKerman- 2603 kerbucks 2. Aetharan- 3907 kerbucks 3. farmerben- 3982 kerbucks 4. Aetharan- 4276 kerbucks 5. Ironbars- 4423 kerbucks Notes- zolotiyeruki, if you can find some screenshots of that old craft, I will gladly accept it! Pds314 maintains the top 2 spots for lightest and cheapest unmanned crafts. TheFlyingKerman holds the cheapest manned rocket. Artharan has almost stolen every spot for the lightest manned rocket, taking 1, 2, 3, and 4! Will he be able to take 5? Keep up the amazing work everyone!
  12. Hello. I am looking for a mod that allows me to freeze a ship in orbit. I want to make a movie and use the ships as anchor points for the cameras. But if the ships are in orbit, they drift away from each other. The mod Airpark allows this, but it doesn't work outside the atmosphere. Is there a mod similar to it that will work for ships in orbit? Thanks.
  13. I'm trying to use the built-in orbit renderer system to draw an arbitrary orbit in the mapview without any vessel attached to it. The method shown below (by @TMarkos) used to work pre-1.1, but the orbit renderer was changed in that update. This method doesn't throw any errors, but neither does any orbit show up. Any suggestions for how to make this work with the new orbit renderer or what I'm doing wrong (I'm pretty new to Unity)? Vector3d exitTraj = getJumpOffset(near, far, model); // orbit velocity oPredictDriver = new OrbitDriver(); oPredictDriver.orbit = new Orbit(); oPredictDriver.orbit.referenceBody = far.mainBody; oPredictDriver.referenceBody = far.mainBody; oPredictDriver.upperCamVsSmaRatio = 999999; // Setting zoom limits for showing the orbit oPredictDriver.lowerCamVsSmaRatio = 0.0001f; oPredictDriver.orbit.UpdateFromStateVectors(far.orbit.pos, exitTraj, far.mainBody, Planetarium.GetUniversalTime()); oPredictDriver.orbit.Init(); Vector3d p = oPredictDriver.orbit.getRelativePositionAtUT(Planetarium.GetUniversalTime()); Vector3d v = oPredictDriver.orbit.getOrbitalVelocityAtUT(Planetarium.GetUniversalTime()); oPredictDriver.orbit.h = Vector3d.Cross(p, v); oPredict = MapView.MapCamera.gameObject.AddComponent<OrbitRenderer>(); oPredict.upperCamVsSmaRatio = 999999; oPredict.lowerCamVsSmaRatio = 0.0001f; oPredict.celestialBody = far.mainBody; oPredict.driver = oPredictDriver; oPredictDriver.Renderer = oPredict; oPredict.driver.drawOrbit = true; oPredict.driver.orbitColor =; oPredict.orbitColor =; oPredict.drawIcons = OrbitRenderer.DrawIcons.OBJ_PE_AP; oPredict.drawMode = OrbitRenderer.DrawMode.REDRAW_AND_RECALCULATE;
  14. I'm not sure if it used to do this, but I began noticing it after the update. I'm noticing that my orbit is changing very slightly over time. The orbit is outside of the atmosphere, and the option "Orbital Drift Compensation" is checked, but my orbit still changes gradually over time. The tendency is to lower both Apoapsis and Periapsis, but on occasion I have seen one or the other raised slightly. I have removed all mods and DLC, and I'm still getting this. So it's not being caused by mods. Over the course of 20 minutes, I saw my space station orbit go from 72.6998 km, 72.6686 km | time 1:01 72.6985 km, 72.6684 km | time 1:21 I'll also note that when I started noticing this effect, the space station had an Apoapsis of 72.706 km. Of course, when the vessel isn't being actively watched, it doesn't change, which is expected. When I have Kerbal Engineer, I can see this effect in much more detail. The Semi Major Axis is dropping in a herky, jerky manner. It drops a bunch when you switch in and out of map mode. Of course, I can't be sure if Kerbal Engineer is making the effect worse, but nevertheless, the effect is there without it. Admittedly, it's a very minor effect. But it makes me not want to switch to my relay satellites as they're flying in a very precise orbital formation. Does anyone else see this? Has this always been there? Has it been made worse by a recent update? EDIT: On closer observation, the periapsis dipped and went back up. The lowest point was: 72.6996 km, 72.6682 km | time 1:08 EDIT 2: Using scatterer causes the Semi Major Axis to drop much faster. But a complex vessel with lots of parts that makes it run at a lower frame rate, doesn't change the rate at which the SMA drops. Satellites that are far away from their parent body are unaffected. Strangely, my Gilly satellites are having their SMA raised. Maybe because they are orbiting slower than Gilly is rotating? Another curious observation: My Eve vessel that is in low, circular, polar orbit, has a Ap of 90530 and a Pe of 90520. So nearly circular. The really weird thing is that the Pe and Ap are advancing forward in orbit faster than my ship is orbiting. So the time to Periapsis is constantly increasing, and same for the Apoapsis. The SMA is changing very little, but the point of Apoapsis and Periapsis are moving rapidly. On closer observation, for my Eve vessel, when it's closer to Apoapsis, the Apoapsis rapidly lowers and the Periapsis raises. When it's closer to Periapsis, the Periapsis rapidly lowers and the Apoapsis raises. Physical time warp makes the orbit change extremely rapidly. Within a few seconds of maximum physics warp, my orbit changed to something like 90730 to 90320. OK, simply by quickly switching physics warp from 1x to 4x back to 1x, my orbit drastically changed. It went from 90500 90500 to something like 90700 90300 in one iteration. By doing multiple iterations of this, I managed to raise my Apoapsis to 92000 and lower my periapsis to 88000. I'm pretty sure it wasn't this bad before. A few more iterations and I changed my orbit to 98200 82900. Just by messing with physics warp. Without using any thrust. This is absurd. Can someone please try this and tell me if it's just me? EDIT 3: Started a new sandbox mode, put a simple spacecraft in a similar orbit of Eve, and tried it. No more orbital drifting. No problems whatsoever. I'm wondering if it's because I'm in year 20 of my career mode in my main save? Maybe some part is causing it? Ah, it has nothing to do with the time. I warped until it was 19 years in the sandbox mode. Still no orbit drifting problem. EDIT 4: OK, it does have something to do with more complex spacecraft. I loaded my career mode space vessel into a low Eve polar orbit. The orbital decay returned. Having more crew also seems to affect it. Using the "interior overlay" also makes it worse.
  15. I have two objects, a main station with no RCS, or engine, and a power plant part with a poodle engine, RCS, and about half a tank of fuel. They are both is a similar orbit but have a similar velocity and seem to stay the same distance away from each other. Any tips to fix this? Thanks and have a great day!!!
  16. So basically... i’m not new to the game. I have a hefty 200 hours on it already. I may seem like i know most basics of the game, and i do, but one thing i never knew really was getting to orbit. I have a basic understanding of delta-v and thrust to weight ratios and aerodynamics in this game, but every rocket i design just doesnt get the 4300 delta v to get into orbit. And if it does its because the rocket is very fuel consuming and just plain bad or i use hyperedit. This sucks because i still cant get my stages of the mun lander to orbit in career. While i dont have many problems with stability and i also have a basic and a bit ineffecient way to get into orbit, i have problems with getting just enough fuel and the right engines to get there. Any help or tips? image of most effecient rocket i made for career (for getting to mun): the specs of the modded engine on the bottom (Kiwi engine from SpaceY): Edit: wait guys i just reached orbit with that rocket! It took many tries but i did. Does anyone havy any tips to make it better (or get a way better design overall)? Edit 2: For those who the pasteboard doesnt work
  17. Is there an equation to calculate the heading I need to fly to reach an orbit of a certain inclination, based of the latitude of the launch site?
  18. Kopernicus has an option for the Orbit parser called mode, I know that you can use it to hide orbits, but does it do anything else? I ask because no matter what I set it to the orbit is hidden, and I couldn't find any documentation
  19. SpaceY's (Not SpaceX) Falcon 9 booster broke. Since they need it to get space crafts into orbit, they came to us. But Elon Kerman is a very impatient Kerbal and wants the spacecraft up there ASAP. Since our designers won't get off of "Human space program", we asked the internet to design and test a fast enough rocket. There isn't a specific time you have to compete the challenge by. Just try and do it as fast as possible. CONTRACTS: Basic Contract: Get something to space as soon as ASAP Basic Orbital Contractl: Get something into a low Kerbin orbit ASAP Advanced Orbit Contract: Get something into a Kerbin orbit above 400km above sea level ASAP Munar Contract: Get an orbit around the Mun ASAP Advanced Muner Contract: Land a Kerbal on the Mun and return him to Kerbin safely ASAP Minty Contract: Get an orbit around Minmus ASAP Advanced Minty Contract: Land a Kerbal on Minmus and return him safely ASAP Interplanetary Contract: Escape Velocity ASAP Dusty Contract: Get an orbit around Duna ASAP Advanced Dusty Contract: Land something on Duna safely ASAP Victory Appreciation Contract: Impress the Victory Aerospace Program by doing something outstanding in the fastest way possible (Basically Just Impress me) The only rule is no cheats. Good luck! -Victory Kerman
  20. My kerbal has gone on EVA while his ship was in orbit around Kerbin. (It's still in orbit, just unmanned and uncontrolled now.) When getting off the ship he lost it. When he finally figured out how to manoeuvre with his EVA suit's thruster pack, he tried to catch up with it but found it is impossible. Then he activated his parachute and tried to deorbit. And ran out of propellant. "Huston, we have a problem!" he finally called. Now we are planning a rescue mission as soon as the crew compartment will become available. Meanwhile, could you share your experience with EVA in orbit, have you done it?
  21. hel lo is there a formula to get the vector direction or the angle with the orientation to apply thrust to match a different orbit and inclinaison : what does target button . thanks for any help
  22. Hey y'all! I'm getting ready to send my first kerbals interplanetary, but I'm not sure how much dV I need to get from Kerbin to Duna orbit (not landing yet, but I'll get there eventually) and back. I might try and do aerobraking around Kerbin, but not sure if I'll do it around Duna. Thanks in advance to all of you who help! Also, this is probably somewhere else in the forums, but I can't find it. Again, thanks! P.S. if this is in the wrong area, I apologize for not being able to find my way around the forums yet... *shrug*
  23. So today I made my first SRB Only to Orbit Rocket! It can get into orbit with some fuel remaining to attempt a Trans-Munar Injection, but I wasn't able too. Here is a video on the craft and if you want to download it there will be a link below: Here are images of some prototypes of the final design: And here is the final design: Have you made an only SRB Rocket that can get into orbit yet? If so, tell me below and post some images of it!
  24. So, I just created a new SSTO that has about 5,000 meters per seconds of deltaV, but I can't get it into orbit. It goes well until I hit the higher atmosphere, and then it screws up. Can someone please help? Craft Image
  25. Hello, Whenever I get into an orbit around kerbin, I lose the ability to place maneuver nodes along the orbit path. Before I reach orbit, this is not an issue. This is a science game with the following mods: Interstellar KAS KIS MechJeb2 NearFutureElectrical NearFutureSolar NearFuturePropulsion Kerbal Planatary Base Systems Community Tech Tree The mods were manually installed. I have not played in a while, so has there been a change that I don't no about that requires me to do something else to use the nodes in orbit? Update: Going to the space centre then back to the ship lets me place another node, testing whether getting into another orbit breaks the system again. Update: Moving into a second orbit doesn't require the "reset", however entering orbit on a different flight (launched after the first one) does. Update: The problem seems to have slightly stopped. It no longer happens every time, but it still happens occasionally upon a Mun flyby