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Everything posted by FélixBachiller
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There are some values I cannot know
FélixBachiller replied to FélixBachiller's topic in KSP1 Gameplay Questions and Tutorials
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. -
There are some values I cannot know
FélixBachiller replied to FélixBachiller's topic in KSP1 Gameplay Questions and Tutorials
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. -
There are some values I cannot know
FélixBachiller replied to FélixBachiller's topic in KSP1 Gameplay Questions and Tutorials
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. -
There are some values I cannot know
FélixBachiller replied to FélixBachiller's topic in KSP1 Gameplay Questions and Tutorials
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. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
FélixBachiller replied to cybutek's topic in KSP1 Mod Releases
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. -
There are some values I cannot know
FélixBachiller replied to FélixBachiller's topic in KSP1 Gameplay Questions and Tutorials
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. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
FélixBachiller replied to cybutek's topic in KSP1 Mod Releases
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. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
FélixBachiller replied to cybutek's topic in KSP1 Mod Releases
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. -
There are some values I cannot know
FélixBachiller replied to FélixBachiller's topic in KSP1 Gameplay Questions and Tutorials
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. -
There are some values I cannot know
FélixBachiller replied to FélixBachiller's topic in KSP1 Gameplay Questions and Tutorials
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!! -
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
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[1.1.2] Realism Overhaul v11.0.0 May 8
FélixBachiller replied to Felger's topic in KSP1 Mod Releases
Oh, sorry, I didn't undersand you. I have never modded so I don't know how could I rescale the IVA model. -
[1.1.2] Realism Overhaul v11.0.0 May 8
FélixBachiller replied to Felger's topic in KSP1 Mod Releases
OK so you will fix it. Thank you! -
Problem with windows in IVA
FélixBachiller replied to FélixBachiller's topic in KSP1 Technical Support (PC, modded installs)
Yes, I am sure I have all mods updated. I was worried because I tried to find someone with the same problem and I didn't found anyone. Edit: I think this mod is caused by the rescale of the external model. I think the external model rescaled but the IVA model didn't. I don't know if this has a solution. -
[1.1.2] Realism Overhaul v11.0.0 May 8
FélixBachiller replied to Felger's topic in KSP1 Mod Releases
And how could I solve this? Because I am running 1.0.5 and the problem is still there. -
[1.1.2] Realism Overhaul v11.0.0 May 8
FélixBachiller replied to Felger's topic in KSP1 Mod Releases
Hello. I have an issue. When I am on IVA (that is all the time, thats why I want to solve this problem) There is a bug on the windows. I think what happens is that the internal model and the external one are overlaying, because on the FASA lunar module i can see the external model from the inside. The bug is in every pod. I am pretty sure that the bug is caused by this mod, because it only happens when Realism Overhaul is installed. I hope this has a solution. -
When I am on IVA (which is always, thats why i want to solve it) the whindows appear glitchy. They appear like double. It happens in almost every command pod. For example in the small rocket pod appears kind of a frame inside the window, but in the FASA Gemini command pod appears a very annoying strip in the middle of the window and as I said, I am all the time on IVA, so I want to solve it as fast as possible. Version of the game: KSP: 1.0.5 (Win32) - Unity: 4.6.4f1 - OS: Windows 8.1 (6.3.10240) 64bit Mods used: Advanced Jet Engine - 2.5.2 Community Resource Pack - 0.4.7 Connected Living Space - 1.2.0.1 DMagic Orbital Science - 1.0.9.1 Engineer Level Fixer - 0.3.1 Ferram Aerospace Research - 0.15.5.3 Firespitter - 7.1.4 Impact - 1.2 RasterPropMonitor - 0.24.1 Kerbal Attachment System - 0.5.5 Kerbal Joint Reinforcement - 3.1.4 KerboKatzUtilities - 1.2.9 Kerbal Inventory System - 1.2.3 kOS - 0.18.2 KSP-AVC Plugin - 1.1.5 ModularFlightIntegrator - 1.1.2 Procedural Parts - 1.1.9 QuickIVA - 1.1.1 RCS Build Aid - 0.7.3 RealChute - 1.3.2.4 RealismOverhaul - 10.6 RealSolarSystem - 10.4.1 RemoteTech - 1.6.9 SCANsat - 1.1.4.4 SolverEngines - 1.13 StageRecovery - 1.5.8 TarsierSpaceTechnology - 5.6 TextureReplacer - 2.4.11 Kerbal Alarm Clock - 3.4