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[1.12] Astrogator v1.0.0


HebaruSan
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Loving this mod!

I have noticed one odd thing.  If sitting on the pad and warping to the launch window desired, when you get into orbit, it doesn't give you the launch window you'd expect.  It gives you a much further launch window into the future.  For example, sitting on the pad, it showed Jool had a launch window in 40 days so I hit "warp" from the Astrogator window.  I then launched at the end of warp and got to orbit but now, once in orbit, it's showing Jool has a launch Window in 1 year and 40 days into the future.

Shouldn't it be smart enough to know I already warped to the correct launch window and don't want to wait another year and a half?

Edited by Biggen
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5 hours ago, Biggen said:

If sitting on the pad and warping to the launch window desired, when you get into orbit, it doesn't give you the launch window you'd expect.  It gives you a much further launch window into the future.  For example, sitting on the pad, it showed Jool had a launch window in 40 days so I hit "warp" from the Astrogator window.  I then launched at the end of warp and got to orbit but now, once in orbit, it's showing Jool has a launch Window in 1 year and 40 days into the future.

Maybe some explanation will help. Astrogator's calculations don't generate windows for transfers, they generate instants, singular points in time that are the best that it can find over the next orbital periods (because it needs one time in order to generate maneuver nodes). As soon as that point in time is in the past (for example, if you click  to time warp to 1 minute before the transfer and then spend a few minutes launching a rocket), Astrogator will find the next one after that (generating a maneuver node in the past doesn't work very well).

At one point I had a tentative to-do item to add support for extended windows, but it's hard to define a tolerance that works well in all cases, and the single-instant behavior is usually "good enough." Plus it would be a problem for the data model and UI if there was no longer a single specific time/burn that the maneuver icon could calculate for you. It could put the maneuver 1 second in the future, 1 minute, 1 hour, etc., until the window expired. How to choose one?

5 hours ago, Biggen said:

Shouldn't it be smart enough to know I already warped to the correct launch window and don't want to wait another year and a half?

What I've usually done is put my craft in orbit before warping, set up all of their transfer maneuvers, then warp to the earliest one. I recognize this is not viable if you also install mods that penalize craft idle time, such as life support.

Since I don't think I've plugged it in this thread before, Planning Node is the mod where my more recent transfer-related thoughts and efforts have gone. It's more flexible in that you get to plot the exact transfer that you want using the stock maneuver tools, rather than taking just the one option that the mod offers you, and instead of a floating text window on the screen, your planning nodes are rendered as visible objects in the map view. You can even name them, assign colors, and share them among all crafts, and I'm not sure but I think they stick around after they recede into the past, so you could create one to mark a window and then use it to perform several transfers over time without losing it:

Anyone who's happy with Astrogator is of course welcome to continue using it, but if you find that Astrogator isn't suited to your play style, it may be worth it to check out Planning Node.

Edited by HebaruSan
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Thank you for the well thought out reply!  Now I understand how Astrogator is calculating the transfer "point" a bit better.  I can understand how it would be a bit tough to determine how "best" to determine what tolerance you should give Astrogator before it picks the next transfer point.  Perhaps if one clicks the Astrogator warp button on the pad, then the "optimal" transfer could be calculated within 10 - 30 minutes after clicking the warp button and coming out of warp?  That would give a transfer point that makes sense with the launch.

At any rate, I'll give your other mod a try as well.  I really like how simple Astrogator is to use.  It's going to be hard to switch away!  

Edited by Biggen
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@Biggen  FWIW, my general method for planning launches leading up to Astrogator transfer times is to check when Astrogator says the transfer should be done, then set a manual alarm (either in KAC or the new stock alarm clock system) somewhere between 5 and 15 days prior to the transfer.  Make sure that alarm is set to kill warp.  When that alarm goes off, I launch the craft for that mission and stick it in a parking orbit 5-10km above atmosphere.  Make sure it's actually ready for the rest of the mission (i.e., I didn't forget anything or goof something up), then warp to the Astrogator transfer maneuver and execute it.

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  • 6 months later...
1 hour ago, fenrock said:

I've add a github issue/question too, but my question is, is it possible to integrate this with KoS to make it possible to add nodes from kerbal scripts?

We can continue chatting on GitHub, but to sum up my response for anyone else interested:
It's probably possible, but I won't be working on it, though I'd consider merging a pull request from someone who knows kOS.

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Astrogator v0.10.4 is released.

Upgrade if you prefer Italian text or if you want to use Mark's upcoming kOS integration. Otherwise it's the same as the previous release.

https://github.com/HebaruSan/Astrogator/releases/tag/v0.10.4

Edited by HebaruSan
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CKAN is crashing when I try install the latest.  Fwiw, I tried using 'ckan consolegui' option for the first time ever and it crashed, but still crashed when attempting again via 'ckan gui'.  So not sure if first attempt poisoned the second.  I'll try it again later and get some logs and any relevant screenshot

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2 hours ago, darthgently said:

CKAN is crashing when I try install the latest.  Fwiw, I tried using 'ckan consolegui' option for the first time ever and it crashed, but still crashed when attempting again via 'ckan gui'.  So not sure if first attempt poisoned the second.  I'll try it again later and get some logs and any relevant screenshot

Please post CKAN problems on the CKAN thread, not on mod threads:

CKAN seems to be working fine, so we'll need a lot more info to help you debug your system.

Edited by HebaruSan
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1 hour ago, HebaruSan said:

Please post CKAN problems on the CKAN thread, not on mod threads:

CKAN seems to be working fine, so we'll need a lot more info to help you debug your system.

I should have been more clear, it was only installing this mod that correlated with the crash.   Three others did fine.  And as noted, more information when I get time as I'm well aware more information is needed.  At the same time I was curious if was known issue

Edited by darthgently
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44 minutes ago, darthgently said:

I should have been more clear, it was only installing this mod that correlated with the crash.   Three others did fine.  And as noted, more information when I get time as I'm well aware more information is needed.  At the same time I was curious if was known issue

Nonetheless, please post CKAN issues on the CKAN thread, not on mod threads.

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  • 1 month later...

Astrogator v0.10.5 is released.

  • Thanks once more to @fenrock, we discovered a problem in some old code borrowed from KAC that affected how Astrogator finds descending nodes, and thus broke about half of plane change maneuvers. This should be fixed now, roughly the same way everybody else who borrowed that code fixed it a couple of years ago.
  • After fixing that, I noticed that clicking the maneuver creation button was only creating the plane change maneuver, skipping the initial burn completely. (This was why this release took longer than I initially told @fenrock it would.) Eventually I traced this to the "Auto-delete user-created maneuver nodes" setting clobbering Astrogator's own nodes. Now it won't do that anymore.

This should be the first release in a long while that might actually give more accurate transfers than the previous release. Upgrading is recommended for all users.

https://github.com/HebaruSan/Astrogator/releases/tag/v0.10.5

Edited by HebaruSan
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Astrogator v1.0.0 is released.

There are no user-visible changes. @fenrock requested that some of the orbit extensions be added to the public API, and that is now done. Since his plan is to call these in a future release of kOS-Astrogator, users of that mod would probably want or need to upgrade for compatibility with some future update of it.

https://semver.org/ says:

  1. Major version zero (0.y.z) is for initial development. Anything MAY change at any time. The public API SHOULD NOT be considered stable.
  2. Version 1.0.0 defines the public API. The way in which the version number is incremented after this release is dependent on this public API and how it changes.

Since we are now providing a public API to be used by other projects, the version number is bumped to 1.0.0 so we can henceforth use the semantic versioning rules to signal compatibility or lack thereof with previous releases.

https://github.com/HebaruSan/Astrogator/releases/tag/v1.0.0

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