-
Posts
607 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by schlosrat
-
There is a hot key! Alt-P (for Plan!). As @LeroyJenkinsnoted this is mainly a Flight View / Map3DView mod. You shouldn't be able to launch it from the VAB, and if you switch to the VAB from Flight View or Map3DView that will cause the GUI to close. It should reopen automatically when you go back to Flight View. It may also be available in the Tracking Station where you'll be able to see the maneuvers it's planning for the active vessel. Fly Safe! Not into the Mun like I do... Updated main post for v 0.7.0. This is an exciting update as it brings in integration with the arguably excellent Maneuver Node Controller mod (v0.8.3+). Flight Plan will work fine, and it will be Business As Usual if you don't haven to have MNC v0.8.3 or later installed, but if you do have a compatible version of MNC installed then Flight Plan can automatically bring it up for you any time you're trying out one of the experimental features. To take advantage of this you'll need to switch on both of these capabilities in the mod's configuration panel (see the main post for how). Along with the Maneuver Node Controller integration, there's also an improved capability for dynamically processing changes to config parameters while the game is running. Previously you would have needed to exit the game and restart for changes to take effect, but now several key parameters can be updated dynamically! Another nice thing rolled into this release is that if you happen to type something into one of the text input fields that Flight Plan can't translate into a valid number it will highlight that particular field red until you've corrected it. I've put in a pull request with @XYZ3211for the 0.8.3 update to MNC, but if you need it in a pinch you can also grab a copy of v0.8.3 here: https://github.com/schlosrat/ManeuverNodeController/releases/download/0.8.3/ManeuverNodeController-0.8.3.zip
- 242 replies
-
- plan
- totm.aug.2023
-
(and 2 more)
Tagged with:
-
Yeah, it definitely seems odd in how its organized internally - perhaps due to the lack of docs for such things. It’s pretty easy to get a list of all the patched conic sections associated with the active vessel, and patches have links for the next and previous patch, but when you go trolling through the data you find there’s the current patch (which has info for when you leave the current SOI), but the patch that’s prior to that one has nulls for all the info fields. So where does the info come from that the map is displaying? Could this have something to do with the bug where we can’t get accurate return trajectories?
-
Further inspection shows that the information being delivered for the orbit in the post-burn patch is actually the orbit info for the orbit you'll have once you leave the SOI you're in. So, if you're on a hyperbolic flyby orbit, then you will certainly be leaving the SOI at the end of your current patch. If you have a maneuver node to modify your flyby, for example to adjust your closest approach or change your inclination, then the information for the orbit you'll have after the burn is being set to the orbital info for your trajectory when you leave the SOI you're in.
-
I hope you find it helpful! Right now, the Interplanetary Transfer feature is not working well at all. It will generate a maneuver node, but not one that departs at the right time or with the right delta V. This is high on my priority list to fix as I think it will help a lot of folks. For sure it can help you navigate around a local SOI like when you're at Kerbin or Jool or wherever. I'll post updates as I move more features out of experimental status and into primary functionality.
-
I’ve released my Flight Plan mod. You can find info here: It’s a long way from a MechJeb replacement, but it does bring at least some core MechJeb capabilities to KSP2. Before you get too excited, it doesn’t do ascent or landing - there are other mods that do, though. It also doesn’t execute maneuver nodes for you. For that you can do it easily enough manually, or if you prefer there are also other mods for that. Nevertheless there are a number of things it can help with. Check out the release page for lots of pics Flight Plan in action.
-
Updated to v 0.6.4 Added Status Reporting on the GUI to indicate the status resulting from the last commanded action. Good results are shown in Green, warnings and cautions are in Yellow, and failures are in Red. The status will persist for a short time, then gradually fade away (setting configurable). Deleting the node will immediately remove the status. Improved how New Ap and New Pe work so that the results are much more reliable now. There should be no instances where clicking one of those buttons doesn't produce a good node if you're on an elliptical orbit, and if it doesn't work then there is at least a status indication to tell you so. Al experimental features will produce Caution results to indicate that the node should be considered with care before using it. Results vary, and in some cases, the experimental features do no good at all - you've been warned!
- 242 replies
-
- 1
-
- plan
- totm.aug.2023
-
(and 2 more)
Tagged with:
-
UI/UX Can't change craft/vessel name in tracking station permanently.
schlosrat replied to VirtualBundy's topic in v0.1.3
This bug has been with us since the first day and is well documented. There is a workaround if you’re willing to use mods. Just look for Vessel Renamer. It will allow you to rename your vessels in flight. -
UI/UX Can't change craft/vessel name in tracking station permanently.
schlosrat replied to VirtualBundy's topic in v0.1.3
If it helps, there’s a mod that allows you to rename your vessels in flight. It’s called Vessel Renamer. -
Scratch the previous hypothesis. I went back to my save where I entered the Mun's SOI and played around with small seat-of-the-pants burns (no node), and a small burn using a node (in case the creation/deletion of the node had anything to do with it). Turns out, nope. But if I burn gently prograde and watch e (via either MNC or Micro Engineer, they report the same info) then it goes > 1 at about a Pe of 199km as shown here. Once the e goes above 1 then things look OK (though they didn't in the shot above). Not sure now what's going on, but there are at least some conditions where the activeVessel.Orbit info is demonstrably wrong. I can supply a save file if you like.
-
@Dakota I wanted to call this to your attention. It would seem there's something really wrong in patch 0.1.2. There are also a lot of things really right, too; but I want to make sure you guys are aware of this so you can investigate. Are you guys already aware of this? It seems really serious to me and may have far ranging consequences. Closer inspection gives this clue. In the first image you can see that MNC reports the Pe as 163.410 km. That's the Pe before my burn. In the next image, the MNC Pe is reported as 246.611 km, which corresponds to what the KSP2 orbit PE tag shows, but the Nav Ball's reported Pe is 163.410! So, after having performed a seat of the pants burn (point prograde, press Z, wait till happy, press X), the Nav Ball is showing the pre-burn Pe. I suspect that the activeVessel.Orbit info is holding the previous orbit's info, so this may not be limited to hyperbolic orbits as I originally assumed. I suppose I may have entered the Mun's SOI on an orbit with e = 0.966 and Ap 20,956.126 km, which was then being reported by activeVessel.Orbit as the current info. Then I performed my seat-of-the-pants Pe raising maneuver and I find that e = 1.056, Pe is what it was before the burn, and Ap is at least negative as it should be. I'm willing to bet that my mods are not the only thing in the game relying on activeVessel.Orbit to have the correct current orbit info. I would not be surprised to find that IG uses that info in lots of places. If it's stale, as I now suspect, you're going to have all sorts of issues popping up all over the place.
-
Perhaps related to this, the info displayed below the Nav Ball for Ap and Pe conflict with what's shown on the orbit's Pe tag, and there is no Ap tag on a hyperbolic orbit (which is a good thing!). The orbit's Pe tag agrees with the activeVessel.Orbit.Periapsis, and clearly a hyperbolic orbit should have a negative Ap - so the Nav Ball info is wrong even in this case where e is > 1. I suspect the topic should be changed to be: Wrong Orbital Elements on Hyperbolic Orbits Curiously, the Nav Ball is showing the Pe that was true PRIOR to the burn I made to raise Pe! In the shot above (game paused, but post burn) the Nav Ball reported Pe is 163.410 km. In the first shot way above the Pe was reading out as the same value! So I ran the game burning prograde to raise my Pe, and at the end of that burn (throttle is zero above and I'm coasting) the Nav Ball has the Pe from before the burn. There is clearly something wrong here!
-
I've noticed that in some cases the orbital information associated with the active vessel's current orbit is just dead wrong. This is bizzare, and I'm not sure if it's related to the 0.1.2 patch, but I only just noticed it and hadn't checked for it previously in 0.1.1 or before. Here's an example of a craft on an obviously hyperbolic flyby trajectory about the Mun. I'm using the Maneuver Node Controller mod to be able to see some of the orbital elements for the active vessel, but this is just displaying the information that's in game, not computing anything. In this example, we see the craft with a Pe of 163km and yet e = 0.966? That simply can't be true as for any hyperbolic orbit the e > 1 By burning prograde and raising my Pe I can get to a different hyperbolic flyby orbit where e is correctly > 1 (not claiming e is correct, merely that it being >1 is correct...) The mod I'm using is simply obtaining and displaying activeVessel.Orbit.eccentricity, so apparently the game is incorrectly setting the orbital parameters for the active vessel's current orbit in some cases.
-
Mod updated for compatibility with KSP2 0.1.2
-
Updated to 0.6.2 for compatibility with KSP2
- 242 replies
-
- plan
- totm.aug.2023
-
(and 2 more)
Tagged with:
-
Caution! There's a known issue with the New Pe and New Ap capabilities where they will sometimes work, and sometimes not. Clicking them again usually resolves this. When they do work, they work fine and you get a node that will take you to the orbit you want, but when they don't work you don't get a maneuver node. Sometimes they work the first time, and sometimes it takes multiple clicks. Sometimes they work correctly repeatedly. While this is clearly not ideal, I chose to leave them in since when they do work they work fine, and so are potentially useful, though somewhat annoying to use. Warning! The experimental features are just that - experimental. Do not expect them to work right, or at all. I mostly included them because I didn't want to have two separate builds - one suitable for players and one suitable for development work. If you want to switch 'em on and have a go at them, be my guest! If you report back here that they don't work then I'll probably just refer you to this post where you were warned that they're experimental and don't work yet...
- 242 replies
-
- 2
-
- plan
- totm.aug.2023
-
(and 2 more)
Tagged with:
-
Flight Plan Plan your (Space) Flight! Fly your Plan! Handy tools to help you set up maneuver nodes that will get you where you want to be. Making spaceflight planning easier for Kerbal Space Program 2 one mission at a time. NOTE: This mod draws heavily on some core MechJeb2 code that has been adapted to work in KSP2, and would not be possible without the kind and generous contributions of @sarbian and the MechJeb development team! It is not intended to replicate all MechJeb2 features and functions in this mod, but merely to make some handy maneuver planning tools available for KSP2 players. While you may be able to create some useful nodes with this mod, you'll still need to execute them accurately! Also, understanding some basic mission planning will be very useful for those employing the tools in this toolbox. Note: Version 0.8.0 has received significant updates and improvements in the GUI from @cfloutier who richly deserves the credit for those parts. His contributions have dramatically improved the quality of the user interface and made the mod not only more modern and visually pleasing but also easier and more fun to use. Compatibility Tested with Kerbal Space Program 2 v0.2.2 & SpaceWarp 1.9.5 Requires SpaceWarp 1.8.0+ Requires UITKForKsp2 2.4.0+ Requires Node Manager 0.8.1+ Optional, but highly recommended: K2-D2 v0.12.2+. See the capabilities described below. Optional, but highly recommended: Maneuver Node Controller v1.1.3+. See the capabilities described below. Source Code GitHub: https://github.com/schlosrat/FlightPlan SpaceDock: https://spacedock.info/mod/3359/Flight Plan Latest Release: https://github.com/schlosrat/FlightPlan/releases/tag/0.10.0 Accolades and Mentions: This thread was selected as a Thread of the Month for August 2023! Thank you, @adsii1970! When asked by @Spicat "What’s your favorite mod of ksp2 so far?", Chris @Nertea Adderley replied, "So I haven't dived into the modding scene a lot in KSP2, but I've been seeing some really good work that's come out of like improving trajectory planning and flight planning, and I can't think of the name of the mod off the top of my head but those kind of mods are really cool, and I like to see what people are doing in that space with a new tool, so we've given them." Video: CKAN Installation Launch CKAN Ensure the game you want to add Flight Plan to is selected Check the box to install Flight Plan Optionally tick the boxes for K2-D2 and Maneuver Node Controller too if you want them Apply Changes - CKAN will make sure you've got the latest released version and all the right dependencies! Manual Installation Download and extract BepInEx mod loader with SpaceWarp 1.0.1 or later (see link above) into your game folder and run the game, then close it. If you've done this before, you can skip this step. If you've installed the game via Steam, then this is probably here: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2. If you complete this step correctly you'll have a BepInEx subfolder in that directory along with the following files (in addition to what was there before): changelog.txt, doorstop_config.ini, winhttp.dll Install Node Manager 0.5.2 or later (see link above). From the NodeManager-x.x.x.zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\node_manager. Download and extract this mod into the game folder. From the FlightPlan-x.x.x.zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\flight_plan. Optional: Download and install K2-D2, your friendly KSP Astromech ready to perform precision node execution for you! (see link above). From the K2D2_vx.x.x.zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\K2D2. Optional: Download and install Maneuver Node Controller to assist you with finetuning your maneuver nodes! (see link above). From the ManeuverNodeController-x.x.x.zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\maneuver_node_controller. How to Use Flight Plan Flight Plan employs a tabbed interface to help organize its features. The list of available tabs updates dynamically based on your current situation. Some tabs will always be available (e.g., Ownship Maneuvers and Resonant Orbit Maneuvers), while others will be offered to you based on the orbit you're in and the type/location of your currently selected target. For example, if your current target is another vessel, and that vessel is in orbit about the same body as your active vessel, then the Target Relative Maneuvers tab will be available to you and it will have the sorts of maneuvers that are configured relative to a target (e.g., Match Planes with the target, etc.). The basic workflow you'll want to follow when using Flight Plan is this. Select the Tab that has the type of maneuver you want to perform. Click the Maneuver Type toggle button you want. Once you've selected a maneuver type then the menu for Burn Time Options will automatically be configured for the options that make sense given that maneuver type and your current situation. For example, if you're in a hyperbolic orbit, then there will not be an option to perform a maneuver at the Ap, etc. Optional: Click the Burn Time Option to display a list of available options. This step is optional because selecting the maneuver type prior to this automatically populates the list and sets the currently selected option to the default (if there wasn't an option selected previously), or to the previously selected option (if that's a viable choice for this maneuver type). If the Burn Time Option displayed suits your needs, then there's nothing you need to do on this step. Optional: Set the Input Field(s) for the maneuver type selected. Some maneuver types have input fields to the right of their toggle button and some don't. These fields are pre-populated with a default value or the last value you've used. Also, some Burn Time Options have additional input fields that are displayed when needed, e.g., "after a fixed time" and "at an altitude". Press the Make Node button. Pressing this button will either cause the maneuver node you've configured to be created with an appropriate status message confirming this, or you'll get an error message in the Status field. Optional: Click the Maneuver Node Controller icon button to the right of the Make Node button if you'd like to fine-tune your maneuver node. This button is only available if you also have the Maneuver Node Controller mod installed. Optional: press the K2-D2 icon button to automatically execute the node! This button is only available if you also have K2-D2 installed. Demos Orbital Rendezvous A Quick Trip to Minmus All Aboard for Dres Features Easy Celestial Target Selection Menu for easy selection of Celestial Targets. Planets and their moons are graphically organized with moons indented below the planet they orbit. This capability augments the game's built-in target selection for easier selection of distant celestial bodies. Burn Time Option Selection Automatically populated menu for available burn time options consistent with the selected maneuver type and the current situation. When a maneuver type is selected, if the previously selected burn time option is not a valid option for that maneuver type and your current situation, then a default will be populated. If the displayed maneuver time option is not what you need simply click the option to display a menu of available options to customize your maneuver. Ownship Maneuvers Always Available Circularize New Pe (user-specified value - km) New Ap (user-specified value - km) New Ap & Pe (uses inputs for New Pe and New Ap above changing both in one maneuver) New Inclination (user-specified value - degrees) New SMA (user-specified value - km) Target Relative Maneuvers Available If the Selected Target is a Vessel Select Docking Port Display of Rendezvous Planning Info Target Orbit: (periapsis x apoapsis) Current Orbit: (periapsis x apoapsis) Relative Inclination Synodic Period Next Transfer Window Next Closest Approach Separation at Closest Approach Relative Velocity (displayed when the target is near) Match Planes with Target New Ap (same as on Ownship Maneuvers, useful for raising orbit for better phasing) Circularize (as above) Hohmann Transfer to Target Match Velocity Recommended Next Action for Rendezvous Operations Available If Selected Target is a Celestial Body Match Planes with Target Hohmann Transfer to Target Course Correction (requires being on an intercept trajectory) Orbital Transfer Maneuvers Available If Active Vessel is Orbiting a Moon Moon Return (user-specified target Pe (km) for arrival back at the parent planet) Available If Active Vessel is Orbiting a Planet and Another Planet is the Selected Target Display of Planetary Transfer Parameters: Phase Angle to target (the current angle between the radius vectors for the origin and destination planets) Transfer Window Phase Angle (the phase angle needed to be at or in a transfer window. When this equals Phase Angle you're ready to go) Transfer Time (the approximate travel time for a vessel taking a Hohmann transfer from the origin planet to the destination) Synodic Period (the time between transfer windows) Time to Next Window Approximate Eject DeltaV (based on Hohman transfer orbit, but neglecting the Delta-V needed to escape from the origin) Resonant Orbit Maneuvers Always Available Display of Resonant Orbit Configuration Parameters Payloads (Number of payloads to deployments. Click + / - buttons to change. Can be 2 to *) Deploy Orbits (Number of resonant orbit cycles between deployments. Click + / - buttons to change. Can be 1 to *) Target Altitude for payload deployment (user configurable - km) Current Orbit Apoapsis (click "⦾" button to set as Target Altitude) Current Orbit Periapsis (click "⦾" button to set as Target Altitude) Synchronous Orbit Altitude (click "⦾" button to set it as Target Altitude) Semi Synchronous Orbit Altitude (click "⦾" button to set it as the Target Altitude) SOI Altitude (FYI - cant deploy above this) Min LOS Orbit Altitude (click "⦾" button to set as Target Altitude - Going below this will prevent Line of Sight between deployed payloads) Occlusion (Toggle to account for atmospheric/planetary occlusion in Min LOS Altitude: On or Off) Dive (Toggle to configures for deployment at Apoapsis (ON) or Periapsis (OFF)) Period (FYI - Deployment orbital period) Apoapsis (FYI - Deployment orbital apoapsis) Periapsis (FYI - Deployment orbital periapsis) Eccentricity (FYI - Deployment orbital eccentricity) Injection Delta-V (FYI - Delta-V needed to circularize the payload's orbit at the point of deployment - typically lower for Diving deployments) Fix Pe (Raise or Lower Pe to reach the configured deployment orbit) Fix Ap (Raise or Lower Ap to reach the configured deployment orbit) Display Status of Last Command Normal/Good results are shown in Green indicating a maneuver node was generated and it's ready for you to execute it. Don't forget to get your craft pointed in the right direction first! Warnings and Cautions are shown in Yellow indicating a node was generated, but you should inspect it carefully first and may need to modify it. Failures are shown in Red indicating no node has been generated with some clue as to why. Game Input Enable/Disable Status To prevent things you type in a user input field from passing through to the game and affecting things in odd ways, the game input is automatically disabled when you click inside a text input field. This will cause the game to not respond to your mouse or to anything you type, although you can freely type what you need into the input field. Typing a "." as part of a decimal number will not increase your time warp setting, and using the 1 and 2 keys on your number pad will not mute the game or the music. To restore full functionality for keyboard and mouse inputs simply click anywhere else other than the text input field. Closing the Flight Plan GUI will also have this effect. Integration with K2-D2, v0.8.1+ If K2-D2 is installed, then a K2D2 Icon button will be presented in the lower right part of the GUI whenever there is an executable maneuver node. If the version of K2-D2 is 0.8.0 or earlier, then pressing Flight Plan's K2-D2 button will bring up the K2-D2 GUI to assist with the precision execution of the planned maneuver. If K2-D2 0.8.1 or later is installed, then pressing the K2-D2 button will cause K2-D2 to execute the next maneuver node - this doesn't bring up the K2-D2 GUI, but if you have it up you'll be able to watch it as it executes the node. Integration with Maneuver Node Controller, v0.8.3+ If Maneuver Node Controller (v0.8.3 or later) is installed then an MNC Icon button will be presented to the right of the Make Node button and left of the K2D2 button. Pressing this button will bring up the Maneuver Node Controller mod to aid you in finetuning a Flight Plan-generated maneuver node. If the Launch Maneuver Node Controller configuration setting is Enabled, then when you activate an experimental node creation function the Maneuver Node Controller mod will automatically be brought up if it is not already up. This can make it easier to evaluate and adjust nodes constructed using experimental functions (those listed under Planned Improvement below). UI Screens The Flight Plan GUI will always display all Ownship maneuvers available in the current orbital situation. These are maneuvers that don't require a target and so are relative to your current vessel's orbit alone. Each Maneuver Type may be customized by making a selection from the Burn options menu (right below the Celestial Target Selection Menu). For example, selecting Circularize as the Maneuver Type will result in having Burn Time options for "at the next Ap", "at the next Pe", "at an altitude", and "after a fixed time". In the case of the latter two options, these will cause an additional input field to be presented where you can specify the Maneuver Altitude or Time From Now. Similarly, selecting Match Planes will give Burn Time options for at the cheapest AN/DN w/Target, at the nearest AN/DN w/Target, at the next AN w/Target, and at the next DN w/Target. NOTE: In the Match Planes example above the Make Node button has been pressed and Flight Plan is showing a status indicating the node is ready. In this example, with K2-D2 installed, the K2-D2 Astromech Icon is displayed in the lower right indicating that K2-D2 is ready to help you fly the node. In addition to the basic UI screens above, the UI will automatically adjust to offer capabilities relevant to the current orbit and selected target. Some options such as Interplanetary Transfer (above far right example) are only available if the Experimental Features option has been selected in the Flight Plan configuration options menu. Configuration Parameters Flight Plan includes a number of user-configurable parameters which can be accessed through the SpaceWarp configuration screen. Press Alt + M to pull up the SpaceWarp Mod dialog, and select the Open Configuration Manager button at the bottom to display the list of installed mods with configurable settings. Clicking on the Flight Plan entry will display the interface shown above. There are tooltip strings that describe what each setting does. Using the configuration parameters you can change a variety of things such as how long a status message sticks around before it starts to fade, and also how long it will take to fade. NOTE: The following settings are dynamically managed and may be updated by the user while the game is running. All others will require exiting and restart to take effect. Experimental Features: Enable/Disable Launch Maneuver Node Controller: Enable/Disable Status Fade Time: Seconds Status Hold Time: Seconds Planned Improvement / Experimental Features Work In Progress developmental features may be enabled by switching on the Experimental Features in the mod's configuration screen. You do not need to restart the game for this setting to take effect, and it will allow you to play with some broken toys if you like. As these features mature and become reliable enough to use they will be moved up into the main feature set available without turning on the Experimental Features setting. WARNING! Switching on the Experimental Features will void the product warranty! Ownship Maneuvers Always Available New LAN (user-specified value - degrees) Target Relative Maneuvers Available If the Selected Target is a Vessel Intercept target (user specified encounter time from now) Match Velocity Orbital Transfer Maneuvers (only available if a planet is the selected target) Available If Active Vessel is Orbiting a Planet and Another Planet is the Selected Target Interplanetary Transfer Advanced Interplanetary Transfer (Not implemented yet, but dang aren't those porkchop plots pretty!) Example: Take a Trip to Minmus! Step 1: Match Planes Here we're starting out in a nicely equatorial Low Kerbin Orbit. As we want to go to Minmus, the first step is to get into a new circular orbit that's co-planar with the target. We can see that the necessary plane change maneuver has been planned and is ready to execute. Here we can see that K2-D2 has been activated. The Flight Plan status has been updated to show that we're executing the planned maneuver, and K2-D2 is reporting its status indicating the vessel is turning to point in the right direction for the planned burn. Here we can see K2-D2's status indicates we're warping to the burn. The Flight Plan status is unchanged. Here we can see K2-D2's status indicates we're executing the burn. The Flight Plan status is unchanged. Here we can see the plane change burn is done, the old node has been deleted, and we're now in a coplanar orbit with the target: Minums. Step 2: Hohmann Transfer Now that we're in a coplanar orbit with our target we're ready to plan a Hohmann Transfer. Note that Flight Plan generated Hohmann Transfer maneuvers are not always spot on but will get you close. For this reason, Flight Plan will bring up the Maneuver Node Controller mod if it's installed any time it produces a Hohmann Transfer. You may need to make minor adjustments to the prograde burn component or the node time, but should find that it's easy to get the transfer orbit you need with only a few clicks and no need to manually tweak the node. This example produced a good initial orbit that only required a few m/s more prograde delta-v and a slightly earlier burn time to get the result shown below. Here we can see K2-D2 has been commanded to execute the node and we're warping to the starting point for the burn. Here we can see K2-D2 executing the transfer burn. Sometimes in the game, as in life, things don't go quite as planned. What if you overshot the planned burn slightly as shown below? This can easily happen when executing a burn manually, and may also happen in some isolated cases when executing an automated burn. Here we can see a Course Correction burn has been planned. Like the Hohmann Transfer option, this option will also bring up the Maneuver Node Controller mod so you can fine-tune things to make sure you've got the exact node you want. In this case, very small prograde adjustments were made to get a good Pe at the Minmus flyby encounter. Here we can see K2-D2 performing a flawless Course Correction burn to get us back on track and headed for the encounter we want. Here we can see that we've arrived inside the Minmus SOI, and are on track for a nearly equatorial flyby with a nice low Pe in a prograde orbit. What if we'd like to have an inclined orbit when we get to Minmus? Easy! Use Flight Plan to set up a New Inclination at a burn time 30 seconds from now (this offset ensures we'll have sufficient time to point in the direction we need before the start of the burn). Here we can see we're in a 60-degree inclined flyby orbit and we've got a Circularization burn planned for the periapsis of the Minmus encounter. Here we are approaching Pe in our Minmus Flyby with a Circularization burn planned to put us into a 60-degree inclined low circular orbit about Minmus. Perfect for picking a landing spot almost anywhere we may want to go. In this view, you can also see the Maneuver Node Controller's GUI showing that our planned maneuver will place us in the orbit we want. License: As this mod updates and reuses some MechJeb KSP1 code that was released under the GNU GPL, those portions of the code retain that same license. The top-level GUI employs the MIT license. See the license.md file on GitHub for details, and the individual source code files which each declare their specific licensing information.
- 242 replies
-
- 11
-
- plan
- totm.aug.2023
-
(and 2 more)
Tagged with:
-
Just curious @PDCWolf, who should @The Azizspeak for if not himself?
-
It was and is needed in KSP1. No questions there. KSP2 is a different beast. It may look outwardly similar to KSP1, but under the hood there are differences, especially in how parts are handled. This is why it's been much quicker to get some mods out than others. We have very few parts mods at this time, even though a number of very smart people are actively working on them for the simple reason that parts work differently now. Even in non part mods I can absolutely tell you some things are different. So, please trust me, or feel free to jump in and join the modding community, but KSP2 =/= KSP1. So, yes, KSP1 needed autostrut. Not disputing that. Please don't get hung up on a bandaid solution that worked for KSP1. We don't need bandaids, we need a system that doesn't need bandaids. If the developers don't give us such a system, then the modding community will jump in with a bandaid because players need a way to be able to make craft that work and not rocket-noodles. But please don't start by asking for the bandaid. Instead, please DO start by asking that the devs give us a game that doesn't even need them!
-
There are several mods out there that do this exceptionally well. Micro Engineer and Stage Info are two obvious ones. You might want to check them out. I really hope not. Autostrut was a bandaid, not a solution. The hope should be that we don’t ever need anything like that and designs work in reasonable ways without resorting to bandaids. Autostrut was a KSP1 bandaid. KSP2 should be designed to never need that.
-
@XYZ3211Would you mind if I published this variant to SpaceDock as Maneuver Node Controller - Extended?
-
Updated to 0.8.0 with yet more fixes and improvements! * Cleaned up and compressed the GUI - more info in less space! * Changed the color of Prograde info to green, aligning with maneuver node vector colors * Added Current Orbit and Next Orbit info so that the user can see the numerical effect of updates to the node https://github.com/schlosrat/ManeuverNodeController/releases/tag/0.8.0
-
SW 1.1.0 brings in localization as a capability that was not present in previous versions of SW. If a mod is not yet updated to make use of localizations correctly, then chances are things won't work quite like they ought to. I recommend pinging the mod maker when you see this and ask them to add support for localization. This may take time as they'll need someone fluent in the languages to localize to - perhaps that's you if you're noticing the issue! If so, you could volunteer to help produce the localization strings needed.
-
I've updated this to 0.7.6 with a bunch of bug fixes and improvements. The mod will now automatically close itself if you switch from Flight or Map view to the VAB. It stays open in the Tracking Station, but get this - you can still use it! That's right, you can have a selected vessel (you will already if you had one in Flight/Map view and went to the Tracking Station from there), and you can play around with that vessel's maneuver node seeing the projected results in the map displayed for the Tracking Station! Sadly, there's a bug in KSP2 and so it's not possible to sense when the player switches to the Training Center, so the mod's GUI will stay up there (if it was already up), but you can always close it with the X in the upper right corner. Other fixes clean up how this mod creates maneuver nodes and ensure that the Snap To time setting functions work as intented. https://github.com/schlosrat/ManeuverNodeController/releases/tag/0.7.6
-
Resonant orbit calculator is only available in flight mode, and configuration manager is a part of SpaceWarp i believe - no gui for that or SpaceWarp. Stage info should be in both VAB and flight
-
Some mods don’t have an app bar button in the VAB and some don’t have a Flight mode button. None of mine show up in the VAB as they’re all designed for use in flight, but there are mods I use that are available in the VAB or in both. It all depends on how the mod is written and which buttons it happens to create. Which mods have you got that are not showing up in the VAB? What’s in your BepInEx/plugins folder?