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Everything posted by Kobymaru
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Suicide Burn Code
Kobymaru replied to Kobymaru's topic in KSP1 C# Plugin Development Help and Support
Incidentally, it's me who got stock with maintaining that mod so I know at least a little bit about it. Care to enlighten me how it calculates the required values? Because Trajectories doesn't calculate the trajectory with an engine burn, it calculates it under free fall or atmospheric. How can it help you for suicide burn? Why not? I don't see the 3rd dimension. I see only vertical and longitudinal Thanks for the code! Full numeric solution was my last resort, I was hoping for "half-analytical". Especially this looks like a nasty bit of coding that I don't know how to do nicely yet: -
Suicide Burn Code
Kobymaru replied to Kobymaru's topic in KSP1 C# Plugin Development Help and Support
This is the hard part. At the moment, I can't provide it accurately. My current model is so inaccurate that it's almost useless. When was the last time you tried? I do this on a regular basis. Set NavBall to surface mode, press retrograde button, press Z and wait until your vehicle has killed all velocity. If it's not too much effort, that would be nice. -
Suicide Burn Code
Kobymaru replied to Kobymaru's topic in KSP1 C# Plugin Development Help and Support
Nope, that should all be accounted for. -
Suicide Burn Code
Kobymaru replied to Kobymaru's topic in KSP1 C# Plugin Development Help and Support
Since we got really nice SAS functions including Retrograde hold in Stock KSP, I don't think this is such a big issue anymore. After digging around in ways to actually calculate the burn, I would say the difficulty lies in the implementation side -
Suicide Burn Code
Kobymaru replied to Kobymaru's topic in KSP1 C# Plugin Development Help and Support
Meh So I did implement the Gravity Turn algorithm in reverse. It "works" in the sense that the numeric values come out to be what is expected by solving the Differential Equations in [1] numerically. It does not work particularly well in practice, because the Suicide Burn altitude is greatly overestimated. I believe it's partially because the "flat earth" assumption breaks the centrifugal force. However, I tried to account for the centrifugal force in another model [2] and still came up short (or rather too high ) Right now I'm not quite sure where to go from here. I recall that the timer itself being pretty much OK though. You can check out my progress on the "suicide-numeric" branch of KerbalEngineer here: https://github.com/fat-lobyte/KerbalEngineer/blob/suicide-numeric/KerbalEngineer/Flight/Readouts/Vessel/SuicideBurnProcessor.cs For a quick-test, you can download the DLL here: https://github.com/fat-lobyte/KerbalEngineer/blob/suicide-numeric-bin/Output/KerbalEngineer/KerbalEngineer.dll Like I said, it's not quite there yet BTW, I have Mathematica Notebooks with 2 models of suicide Burns, I can post these if there is interest. Papers "available" on sci-hub.io, or from me on request. What I also have is a collection of papers on this subject that may or may not be useful - I can't even tell yet. Oh that would be wonderful. I'm not really doing this for KerbalEngineer, I just chose it because of the nice framework it provides. What I reall want are functioning and precise Suicide Burn aids. If it's in a separate Mod, so be it. [1] Culler, G. J., & Fried, B. D. (1957). Universal Gravity Turn Trajectories. Journal of Applied Physics, 28(6), 672–676. https://doi.org/10.1063/1.1722828 [2] McInnes, C. R. (2003). Gravity-Turn Descent from Low Circular Orbit Conditions. Journal of Guidance, Control, and Dynamics, 26(1), 183–185. https://doi.org/10.2514/2.5033 -
@wile1411 Looks good to me and thanks for the summary! Two minor details: I'm not entirely sure if the angle setting has to be the same if snap is Off. Could be that angle doesn't matter in this case (needs checking). Roll force does not need to be >= 1 to exert a torque, you can also use anything >= 0.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
Then why ask? Everything is explained. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
Locking does not work. Organics locked -> Organics still removed by scavenging. That makes the Agriculture Module stop. I think this is a bug. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
I don't know either. I'd say make the PR anyway, if he doesn't want to change that he'll reject it. I think the Organics-Stealing issue does need fixing in one form or the other. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
Time to create a new GitHub Issue Can you do it or should I? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
In the current version, you can't. Even if you lock it, Organics are still taken out of the converter. I believe RoverDude mentioned that this will be fixed in the next version. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
Done: https://github.com/BobPalmer/MKS/issues/1258 Thanks for your efforts! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
GitHub issue for what? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
That's why: That was indeed RoverDudes rationale. I kind of agree with you, but mind you: there is a bug that might make this a problem: I have an organics container (local logistics enabled) attached to an Agriculture Module that needs Organics to run. When other vessels pull organics from this one, the Organics get stolen out of the Agriculture Module even though it doesn't participate in local logistics and even though I specifically locked the organics there. That stalls the Agriculture module and I have to manually refill it. Super annoying. Now imagine that the same thing would happen with Machinery! Your Machinery factory would constantly stall because those pesky Kerbals steal the machinery out of the machinery factory. Not nice. If this were fixed (locking resources actually prevents pulling from them), I personally wouldn't see a problem allowing Machinery to participate in local logistics. But RoverDude might see it differently. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
Kontainers don't have the option for maintenance. That was the original question: how do I transfer surplus Machinery from my factory to a disconnected storage container? I'll probably just do it the old KIS/KAS way. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
And another question, this time about the Living Module: I have a Colonization Module installed, and the Living Module is running. I have plenty of ColonySupplies and they get created on the fly. However, the Hab Timer neither increases when I switch it on, nor does the timer stop, like @RoverDude suggested previously. Here are two screenshots taken approximately 6 days apart. As you can see, the living module is running, has plenty of Colony supplies. But after 6 days, the Hab Timer has decreased by 6 days. The Living Module does not have an effect on nearby vessels, but also not on any of the kerbals inside the vessel. Is this a bug, or did I misunderstand the functionality of the Living Module again? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
Hey guys, what's the current "Meta" to transfer Machinery around? I am producing machinery in one Vessel, and I have a separate disconnected storage container close- Now I want to get the machinery from the Fabrication vessel to the storage vessel (you know, for scarcer times ). For any other resource, I would use the amazing Local Logistics function, but Machinery is explicitly excluded from that. Do I have to go back to the good old days of KAS-Tubes/Pipes/Winches to transfer my stuff around? Or is there another way? -
@overkill13 @Fr8monkey Sorry guys, I didn't quite follow the conversion but here is a somewhat lengthy Wiki entry that I wrote about the docking port usage: https://github.com/BobPalmer/MKS/wiki/Functions-(Konstruction)#advanced-construction-port-usage When @dboi88 (or someone else with Unity skills) finds some time, this section is poised to go into the in-game KSPedia. tl; dr: Snap and Angle settings must be identical for *both* ports, otherwise they won't acquire. Snap and Angle don't work as you probably expect they work. @Rudolf Meier @The Aziz The "Compress Parts (Rotate)" functionality is DEATH!!!! For me it leads to a catastrophic failure in almost all cases. It's best to just use Snap properly. We have a GitHub Issue for this already: https://github.com/BobPalmer/Konstruction/issues/46 but my crystal ball tells me that this is a very low priority issue for RoverDude. Don't expect it to be fixed anytime soon.
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Can't you calculate it from the drag cubes somehow? KSP has to do the calculation as well, so why can't you do it on paper?
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[old thread] Trajectories : atmospheric predictions
Kobymaru replied to Youen's topic in KSP1 Mod Releases
You're right, it would be useful. I'll take a look, if we're lucky the changes are small. No promises. This is not a priority for me. Please take a look at the function Trajectories.Util.distanceFromLatitudeAndLongitude(). If you provide me with the math to calculate North/East deviation, I will consider implementing it. public static double distanceFromLatitudeAndLongitude( double bodyRadius, double originLatidue, double originLongitude, double destinationLatitude, double destinationLongitude) { double sin1 = Math.Sin(Math.PI / 180.0 * (originLatidue - destinationLatitude) / 2); double sin2 = Math.Sin(Math.PI / 180.0 * (originLongitude - destinationLongitude) / 2); double cos1 = Math.Cos(Math.PI / 180.0 * destinationLatitude); double cos2 = Math.Cos(Math.PI / 180.0 * originLatidue); double lateralDist = 2 * bodyRadius * Math.Asin(Math.Sqrt(sin1 * sin1 + cos1 * cos2 * sin2 * sin2)); return lateralDist; } Also, please don't forget that atmospheric entry doesn't just happen from low circular Kerbin Orbit with 0° inclination, it happens on different planets with different rotations, radii, different orbits with different inclinations. For example, personally I'd prefer "Lateral Right" and "Longitudinal along the direction of motion" to "South" and "East", but that's just me. I guess South/East deviation would still be useful. I'm afraid I'm not interested in this feature. If you code it yourself (and code it well), I will accept pull requests. ps.: Please either quote me or use the @ tag like this: @dlrk . This way I get a notification whenever you post something that concerns me. -
[1.12.x] Near Future Technologies (September 6)
Kobymaru replied to Nertea's topic in KSP1 Mod Releases
Hi guys! I am getting a NullReferenceException when using MKS/USI Nuclear Fuel Containers: NullReferenceException: Object reference not set to an instance of an object at NearFutureElectrical.RadioactiveStorageContainer.GetResourceAmount (System.String nm) [0x00000] in <filename unknown>:0 at NearFutureElectrical.RadioactiveStorageContainer.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Here is the GitHub Issue: https://github.com/ChrisAdderley/NearFutureElectrical/issues/70 Does anyone else notice this? -
[old thread] Trajectories : atmospheric predictions
Kobymaru replied to Youen's topic in KSP1 Mod Releases
I can't reproduce this on a fresh install. Could you do the following for me? Zip up your GameData/Trajectories directory Upload it somewhere, and send me the link Delete your Trajectories directory Reinstall Trajectories Very small chance, unless a kind Person implements it and submits a PR for me. However, I am looking into allowing the Trajectories window outside the Map view, which will allow you to use targeting to at least give you a distance from predicted impact to target In order to preserve your framerate, Trajectories does not calculate your trajectory endlessly. If your reentry is very flat and the trajectory is long, calculation will abort at a certain point. You can fix this by either flying a steeper descent or Going into Settings and Setting "Max Patches" and/or "Max frames per patch" higher. Prepare for FPS loss, though. Thanks, good to know! That means that the issue is buried somewhere in the force calculation for stock. Help still wanted, guys! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
Hey guys, does the living module currently work? I have plenty of colony supplies, and those supplies are consumed just fine when I turn the module on. However, the living module does *not* increase habitation or home time. Am I missing something, or is there some funk going on? -
Ok, update: I "solved" my issue. Turns out that both GetOrbitalStateVectorsAtUT and getOrbitalVelocityAtUT return a value in some weird reference frame that rotates, but doesn't rotate back when quickloading. In my application, I only needed the angle between the the up direction and the velocity at the time of impact. For this, I could simply take position and velocity vectors returned by GetOrbitalStateVectorsAtUT, and calculate the angle between those, since the position vector was the local frame but rotated in the same way as the velocity vector.