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FélixBachiller

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  1. Hello, I absolutely love this mod. Since I discovered it, I can't play KSP without it!! But I have a problem: when I try to play it with RSS the game crashes after selecting the game while loading. I have the lastest release and KSP 1.1.2.
  2. Exactly! I want to be able to calculate all the elements with the data in just one point. Another way to do it is having the radius, velocity and true anomaly in two different points which don't have to be the periapsis and apoapsis.
  3. The upside of the 2-body physics KSP has is that the patched conics aproximation is much more precise. And in fact it isn't critical to have a reference frame, it just makes things more accurate.
  4. I have already asked KER's developer to add this angle, I hope they add it. In the meantime I will approximate it, or make the two points method.
  5. Do you mean the vessel pitch or the prograde pitch? If there is that value in KER how do I get it? Because I searched fot that and I didn't found it.
  6. Yes, by horizon I meant the local horizon. And I hope it gets implemented, because I love playing KSP only with math!! In the meantime, I will calculate the orbit by the two point method.
  7. I mean that the orbital element that I need to calculate the rest of the orbital elements (the flight path angle) isn't. Of course I could use the data KSP provides at any time, but I like to calculate it.
  8. I've been trying to find out those values with kOS too, but not with a lot of success, because I know how to do a vector angle with kOS but I don't know how to input the horizontal vector, only the prograde.
  9. Hello! I have some suggestions to add two important values to the mod that are missing. They are critical for manual orbit calculations, and I have a lot of problems because I can't find out them. These values are the flight path angle or the angle between the horizon and the velocity vector and the geocentric inertial coordinates, those are like normal geographic coordinates but they don't rotate with the planet, but stay aligned to the stars. The X axis is the vernal equinox vector and the Z axis is the spin axis of Earth. Maybe the last one is impossible because KSP has a different reference system.
  10. Yes, I was referring to the longitude of ascending node (omega). My mistake. Thank you for the information! I will suggest that to the mod developer.
  11. Thank you for all the answers!!! I'd like the exact angle, but I think that's just impossible in KSP. Thank you for the links!! I think the on-screen protractor is the best option (not very accurate, but still the most precise way). Yes, I know KSP is a game, but it has a lot of potential. kOS is very useful to know data that no mod could provide, but I still don't know how to find out many values, like geocentric inertial coordinates. I know that information is in the game (because the game displays the argument of ascending node) but still I don't know how to get to it. (Maybe I'm a bit obsessed, but for me it's really fun to calculate trajectories ). Is impossible to set the Sun as target sadly, or any object you're orbiting. Sadly I didn't found the values I need in the orbital elements, but thanks anyway!!
  12. Hello. Oveer the last months I've been playing KSP more seriously, with math, because I love orbital mechanics and engineering and I want to be a rocket scientist one day. I even bought the book Spacecraft Mission Design by Charles D. Brown. But KSP brings some limitations if you want to play that way. Basically, my problem is that there is some orbital/astronomical information I cannot know: The direction of the Sun (for missions to Mars, to do the escape burn at the correct angle while in Earth orbit) and the flight path angle (the angle between the horizon and the velocity vector, useful for calculating the orbit of an object with its velocity and radius). The flight path angle is less important, because I can aproximate it with the navball, but the direction of the Sun is very important. Thank you for reading
  13. Oh, sorry, I didn't undersand you. I have never modded so I don't know how could I rescale the IVA model.
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