

Nicias
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Aside from the issue in this question, the procedure of burning at low Jool to capture, (with Ap about 1,6000,000,000m), burn at Ap to raise Pe to Laythe, and then burn at Laythe costs: 184 then 40 then 949m/s. That gets you into a circular orbit around Laythe, but it might in inclined. For Pol the same procedure costs 184, 152, and 281 m/s. I have a spreadsheet. The only caveat is that I am using a 10x rescale, which multiplies all my deltaV by Sqrt(10). I have divided my numbers by that factor here, but the 10x rescale also make Oberth more effective since the atmospheres don't scale by 10x, so you can get even closer. I don't have calculations on doing a flyby to capture, but my three-step procedure saves 100 m/s when going to Tylo, compared to directly hitting Tylo at your incoming Pe and burning once to get to low Tylo orbit, if that helps. @Zhetaan Yes, My plan is to fight that avalanche. At least to work out worst-case numbers. On the actual mission, I just mess with radial/prograde to get the intercept.
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The burn that includes the syncing is just raising the PE. It is actually only abut 200 m/s (And that is with a 10x rescale). I'll keep mathing away at the problem. thanks @FleshJebfor the link! @king of nowhereI know the gravity assist method is better, but I haven't sorted out the math on it. Part of the fun for me is doing the math.
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Hello, I have developed a standard procedure for getting to moons like Val. Come in as low as possible to the planet (Jool in this case) Burn enough at PE to capture with a high AP (about a year period) At AP burn to accomplish two things: Raise PE to Val's orbit (prograde) Change arrival time to create an intersect at PE (so Val as there when the probe gets to the probe's PE) this is a radial/anti-radial burn. (match planes on the way down) circularize at low Val orbit. I can calculate all of the maneuver dv requirements. Except for 3.2. I'm having a hard time figuring out how to calculate how much I would need there. Any suggestions on how to calculate that?
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[1.12.x] GravityTurn continued - Automated Efficient Launches
Nicias replied to linuxgurugamer's topic in KSP1 Mod Releases
https://www.dropbox.com/s/1um6m7710hsshf6/Problem.craft?dl=0 There is a problem craft. The root part is a probe core. -
[1.12.x] GravityTurn continued - Automated Efficient Launches
Nicias replied to linuxgurugamer's topic in KSP1 Mod Releases
Of course. https://www.dropbox.com/sh/rbep96lmyqg8y2z/AAD6Mper1V5iCPBXazN_jE5Ia?dl=0 I have the Player.log, the CKAN installed mods, and list of the two mods I installed by hand. Is there anything else I can do to help? -
[1.12.x] GravityTurn continued - Automated Efficient Launches
Nicias replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks for maintianing this LGG, I find it so useful, I basically won't play KSP without it. However, I've been having trouble with it recently, on some vessels it will only run for a half a second before GT hangs, KSP keeps going, but GT stops controling the craft and the stats stop updating. I check the log and I see this: [EXC 14:08:15.763] KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) GravityTurn.StageController.InverseStageDecouplesActiveOrIdleEngineOrTank (System.Int32 inverseStage, Vessel v, System.Collections.Generic.List`1[T] tankResources) (at <23ae9f3020c6456798d28daec5c5420d>:0) GravityTurn.StageController.Update () (at <23ae9f3020c6456798d28daec5c5420d>:0) GravityTurn.GravityTurner.fly (FlightCtrlState s) (at <23ae9f3020c6456798d28daec5c5420d>:0) Vessel.FeedInputFeed () (at <48dcb08e2e1542e2af1286b02d2eb072>:0) FlightInputHandler.FixedUpdate () (at <48dcb08e2e1542e2af1286b02d2eb072>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) in the log over and over again. Removing a part sometimes fixes it. The part remove varies, I've fixed it be removing an octagonal strut, or changing where a SRB was mounted. Once changing a Structural Fusalage to the same size tank fixed it. Any thoughts? -
Are you asking about the numbers or the image? I can definitely help with formulas for the numbers.
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Does anyone know of a way (MM patch I assume) to add interstage nodes to the fairings from this mod?
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Nicias replied to Poodmund's topic in KSP1 Mod Releases
Yep, without SD it seems to work fine. -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Nicias replied to Poodmund's topic in KSP1 Mod Releases
Same result. Also happening around Plock. I think it happens with all OPM bodies. Put the logs up here: https://filebin.net/oedgokihhbx529np -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Nicias replied to Poodmund's topic in KSP1 Mod Releases
I'm having trouble with my OPM/Rescale install. Something is wrong with Thatmo. The surface blinks on and off, and when I reach the surface my lander always explodes. I tried removing Rescale/Sigma and now I can land, but landing gear go through the ground. My lander rests on its engine, but the gear go through the ground. retracting or extending them makes the lander jump. I tried replacing the Thatmo height, color, and normal dds's with those from Karen, and that worked without Rescale/Sigma, but then same problem showed back up with Rescale/Sigma installed. Any suggestions on how to fix this? (this is in KSP 1.8.1) -
Ok, I use this post all the time, and did some more math on it and found a few things out: First, as @GoSlash27 points out in the other thread, this works out to r= -2a (where a is the SMA of your departing orbit), It doesn't quite work out as nicely as @Red Iron Crown suggests since we have finite SOI's. What you get instead is: r = 2 / (v^2/ u - 2/ SOI). Second, when you use these gate orbits, the maneuver dV is equal to orbital velocity. Surprising but not unusual in these kind of optimization problems. Third, if you are using a rescale, as long as distances and radii all scale, these orbits scale the same as well. Finally, for injections, these aren't the cheapest option. It is always better to do a two-burn injection. Burning low to enter an elliptical orbit, then circularizing at apoapsis is always better. Furthermore, it is always better to burn as low as possible and then as high as possible in this situation. So the cheapest injection is to burn just above the surface (or atmosphere) to capture and then circularize just inside the SOI. I haven't done the math on a three burn injection yet.