mrsolarsail

[WIP][1.3] SolarSailNavigator v1.0.9

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[quote name='Kreole']Along with Solar Sail Navigator found at the top of this forum page, you'll need the SM-Solar-Sail-MK2 part which comes in the [URL="http://forum.kerbalspaceprogram.com/threads/133735-WIP-1-0-5-PersistentThrust-v1-0-4-alpha"]Persitant Thrust Mod[/URL][/QUOTE]

Also make sure you have the latest versions. I don't know how different versions will interact with each other and KSP 1.0.5. It sounds like the sail thrust is working - it's just that the navigator isn't commanding the attitude.

[COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR]

[quote name='NotAgain']Where do you get solar sails anyway?[/QUOTE]

The [URL="http://forum.kerbalspaceprogram.com/threads/133735-WIP-1-0-5-PersistentThrust-v1-0-4-alpha"]Persistent Thrust mod[/URL] includes one, which is available in the VAB under "Engines". I eventually plan on adding others, based on real and conceptual sail designs.

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Bug report - when I try to start time-warp with the engine on (ion in this case), the game warps for just a second then drops back down to non-warp. Not sure what causes this, but when I change ships after successfully warping through a burn on one ship, it stops functioning. In particular, the altitude doesn't lock anymore until I restart the game, and occasionally, when I do restart the game, even if it the altitude locks, the warp problem described above occurs.

Thoughts? 

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On 17/11/2015 20:34:11, mrsolarsail said:

[quote name='Kreole']Greetz and Thanks ...

First a question on the tutorial. Do I orient the sail so I am looking from the backside (anti-pro grade) of the sail directly at the Sun and have it centered (on all axis) and then set cone to 0 degrees, set then time and lock attitude? This is a point of maximum force on he sail and acceleration. I see that in the numbers.

Secondly, when you say "command", is the sail supposed to orient in real time as I adjust the cone +- 90 or the clock +- 90? If this so, I am not seeing any kind of sail reorientation occur, even if I time forward. I do see that acceleration persists so that is kewl, it's that I can't seem to get the control GUI to orient the sail real time or planned. I also cannot preview on the map. I can't see a predicted orbit (just flashing on occasion from my icon in whatever the select orbit color is), but I do get final element results. They don't seem to matched or at least they are showing the persistent calculation.

I'm running KSP 1.0.5 in two different test installs, one 32 bit the other 64. I've done every version combination of solarsailnavigator and persistent-thrust to no avail. Both of these installs are the bare minimum to try and figure this out....

My base playground in both 32/64 is the following:

KSP 1.0.5
Module Manager 2.6.13
Mechjeb 2.5.4.0
Haystack 0.4.1.0 (Haystack isn't supposed to have any relationships, but I can't a button without toolbar 1.7.10
Hyperedit 1.4.1

Ultimately I want to use Interstellar Extended most importantly, followed closely by Near Future. Of course I dived right installing until I ran into this issue.. tried going backwards and stuff. Then finally started clean with the two above playgrounds... still the same issues.

Anyway, I hope this helps some. I've never been able to play with solar sailing type sims other than GMAT and that is too antiseptic among other issues.

~K

Thanks for the feedback. Do your controls have a "Lock Attitude" toggle button? If this is active, the sail should follow the controls. You also want to click "Set to Now" button when starting a new command sequence, to reset the start time to the current KSP time.

A positive "Cone" angle will tilt the sail so the sunlight bounces off of the sail to the left, if you're looking through the sail at the sun. The reflected sunlight will act like rocket exhaust to boost the orbit. A negative cone angle will reflect the light to the right, pushing against the orbit and shrinking it. Hope this makes sense. Once you get the hang of the controls, you can switch to "Map" view and see how different sail angles for different durations affect the future trajectory (check the "Show preview" toggle button).

 

I have the exact same problem. The mod doesn't work, it doesn't rotate my ship.
That makes me pretty sad because it looks like a great mod :'(

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On 12/18/2015 at 1:18 PM, columini said:

 

I have the exact same problem. The mod doesn't work, it doesn't rotate my ship.
That makes me pretty sad because it looks like a great mod :'(

Are you getting thrust during timewarp by manually steering the vessel? If so, the PersistentThrust plugin is working. Sounds like the navigator isn't turning on. Did you try the "Lock Attitude" and "Set to Now" buttons? The "Lock Attitude" button turns on the automatic steering, and "Set to Now" sets the start time of the steering commands to the current time. Otherwise, the steering may not be turning on. If you did all this and it's still not working, I'll need to look deeper.

Sorry I've been offline. I'm starting a new job and have been moving across a continent.

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Has no controls in 1.1.2

So the answer is no

Edited by _Astra_
typo

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I have updated this plugin to work with KSP 1.1 and Unity V. See the 1st page for details: 

 

Edited by mrsolarsail

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Thank you a lot for this update.

 

How do i bring the control panel shown at page #1? I found it.

Do you plan adding a jumbo version of sail ?

Edited by _Astra_
update

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On 9/8/2016 at 8:54 AM, _Astra_ said:

Thank you a lot for this update.

 

How do i bring the control panel shown at page #1? I found it.

Do you plan adding a jumbo version of sail ?

Good to hear. I'm learning how to model new parts, so I can add different sails, small & big. I would like to add some big ones from the literature, like the Halley's Comet rendezvous designs from the 1970s (800 meters wide), current concepts for interstellar precursor missions, and 2-mile wide Martian freighter concepts. Maybe some giant interstellar laser sails.

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Dear mrsolarsail ,

Sad to report but it seems there is a bug in the math.

 

I put a Solar Sail on a Infernal Robotics Rotatron but the persistent trust direction always points its unrotated position, despite the actual rotatron state.

The result is an incorrect orbital manoever - orbits decreasing instead of increasing when the sun shines straight into my ship's back.

 

I suppose the problem is caused by multiple rotations of sail vector.

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On 12/10/2016 at 6:10 AM, _Astra_ said:

Dear mrsolarsail ,

Sad to report but it seems there is a bug in the math.

 

I put a Solar Sail on a Infernal Robotics Rotatron but the persistent trust direction always points its unrotated position, despite the actual rotatron state.

The result is an incorrect orbital manoever - orbits decreasing instead of increasing when the sun shines straight into my ship's back.

 

I suppose the problem is caused by multiple rotations of sail vector.

Interesting. I'll look into it. Does that rotate the sail independently of the rest of the spacecraft? The ordinary rotations I do with the KSP controls change thrust direction, as does the Persistent Rotation mod and this one, normally.

Edited by mrsolarsail

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8 hours ago, mrsolarsail said:

Does that rotate the sail independently of the rest of the spacecraft?

Not exact. The sail package was deployed by rotatrons and extendatrons and then packed back just before landing. Sadly i cannot remember more details as it was a half year ago and now the Infernal Robotics fails to handle the same craft. But the acceleration  was incorrect, mostly opposite to the sunlight.

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