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  1. Unfortunately no, anything that involves changing sphere of influence must be done in Launch Vehicle Designer (or MA).
  2. Hi all, After a bit of a hiatus I've built KSPTOT v1.6.10 pre-release 8. Here's the change log! LVD: Plotting ground track with contour should be slightly faster now. LVD: Removed the camera pos/tgt/va text on the status bar. LVD: Fixed bug with the sun vector and general lighting position in 3D view frame. LVD: Added new surface textures for Earth, Jupiter, Moon, Neptune, Saturn, and Uranus. LVD: Added explanatory notes about the body x and z axis definitions in the bodies.ini file. New jupiter texture, higher res LVD: Fix bug with skybox disabling grid lines after enable/disable skybox. LVD: Provided ability for ground track display to be disabled. LVD: Performance improvements LVD: Added open loop kerbin launch example LVD: Added utility for finding best integrator for each event. LVD: Added more output to findBestIntegrator function. NOMAD optimizer now works better with consoleOptimize(). LVD: Removed warning about force models not being active if only gravity is active if nonspeherical gravity is on with the central body. LVD: Fix for planets with tilted axis not viewing correctly. Please let me know if you find any bugs. Happy orbiting! Hey there! Sorry for the long delay in getting back to you. In the porkchop tool, positions are always computed by solving Lambert's problem. This is the only technically feasible way to design a tool like that, so I'm afraid it can't be changed. Numerically propagating the orbit and altering initial velocity to hit the target point would take forever if you had to do it with an optimizer thousands of times to fill in the porkchop grid. Sorry!
  3. You can just open up the relevant bodies.ini file (so for you, the one related to RSS) and change the orbit parameters to match whatever it is need them to be. There's also a way to generate a bodies.ini file if you have KSP running and have the KSPTOT Connect plugin installed. From the main UI, you just go File -> Create New Bodies File From KSP. If you do this, you won't need to modify the bodies.ini file directly.
  4. That's due to the way RSS models Earth tilt in KSP. You can update the parameters in the configuration files as needed though!
  5. The easiest way to do what you want is to just open up the Porkchop plot generator and paste the UT time into the Earliest Departure Time box. It'll show the Year, Day, etc immediately below that box when you do.
  6. Usually if you right click a time related text box, you'll see an option menu that has an option for converting a KSP date to universal time. If you don't see anything, can you share which text box it is that you're looking at? Yes, it absolutely can. You would use Launch Vehicle Designer (LVD) for this work. Please let me know if you have any questions, and sorry for the delay in getting back to you, it's been a busy few months.
  7. I've recreated the bug and I believe I've got it figured out. I reuploaded the PR7 ZIP file. Please go ahead and redownload that and let me know if you have any issues going forward. Thanks!
  8. Today I've built KSPTOT v1.6.10 pre-release 7. This pre-release adds a bunch of new functionality and includes some bug fixes and minor performance improvements, all of which are in LVD. Here's the change log: Noticeable performance improvement when using numerically propagated celestial bodies. LVD: Added new ground track tab to main LVD UI's display area. LVD: Added sky box code for more "cinematic" display of 3D trajectories. Set option to enable in View Settings. LVD: Added additional camera controls functionality (Dolly horizontally/vertically camera). LVD: New steering model: tabular quaternion interpolation. LVD: New throttle model: tabular throttle interpolation. LVD: Update version of IPOPT optimizer to v1.1.6. LVD: Add new SQP optimizer algorithm. LVD: Bug fixes and performance improvements. Please let me know if you find any bugs. Thanks! Happy orbiting!
  9. No, this is a new one certainly. Can't say I've seen this before. I'm going to push a PR7 out pretty soon (maybe even tomorrow), so can you let me know if the issue persists with the new build? If it does, I'll investigate further. Thanks!
  10. Ah, I didn't realize you were using Principia. In that case, yes, you can turn on the n-body calculations for the celestial bodies as you had it. Just realize that it's going to be very slow. Sorry about that.
  11. Ah, no, sorry, I think I see the confusion. Numerically propagating the orbits of the celestial bodies is NOT the same as using n-body gravity on your spacecraft. To enable n-body gravity, you need to do the following: In your initial state, set the bodies you want to use for 3rd body gravity. For each event, set the Force Model to use 3rd body gravity. That should be all you need!
  12. Honestly, just leave the numerical propagation to two body for everything. Your simulations will run much faster. You typically want to scale your objective function so that the value is between -1 and 1. Since final vehicle mass is the objective function, and the final vehicle mass is around 4, a scale factor of 10 is appropriate since it'll make it 0.4, which is between -1 and 1.
  13. You had a couple of issues that I was able to resolve: 1) You had numerical propagation turned on for all your celestial bodies. That's much slower than the two-body analytic solutions and was causing the propagator to take forever. I had to change things back to analytic two body propagation. 2) I scaled the constraints by their current value (Optimization menu -> Scale Constraints -> Current Value). 3) I scaled the objective function by 10. Once I did all of these, the optimizer brought the solution in easier and quickly. Here's the file. Please let me know if you have any questions with anything I did! Happy orbiting! https://drive.google.com/file/d/1t9DxXgP46S7R3gHbPCPeSpExvdcHQHFy/view?usp=sharing
  14. I have access but when I try to load your MAT file I'm told that it's not a binary MAT file. Can you try again? EDIT: Nevermind, seems like it works now.
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