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Arrowstar

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Everything posted by Arrowstar

  1. As has been mentioned, KSPTOT can model N-body orbits. You'll need to use Launch Vehicle Designer (LVD) to do your trajectory design work. Please let me know if you have any questions. There's a bit of a learning curve to LVD, but I'm always happy to help!
  2. I've resolved the issue by making a few containers scrollable. I'm not sure when I'm going to rebuild KSPTOT, but this will be in the next release!
  3. It's not a bug per se, it's a product of the fact that the mission optimizer window is modal, meaning that it prevents users from interacting with other windows until it is closed. This has never been an issue for me but I can see how it might be. I'll consider changing my approach here to make the optimizer window non-modal, thus allowing users to interact with the LVD window in a limited fashion (minimzing, etc). I still don't want users to interact with anything else until the optimizer is finished, though.
  4. Thanks for the video, that was super helpful. I've implemented what I'm hoping is a fix. Can you go ahead and redownload the Linux build from the first post and tell me if the bug persists?
  5. Hey guys, thanks for the reports. I'll try to look into this over the next day or so. Can you please walk me through what you've tried to do to solve the problem beyond just renaming the directory?
  6. I'm so sorry! I was describing this from memory and got it wrong. You have to create an engine first and then, if you right click on the Edit Thrust Profile button (or a few other places), you'll get the menu I described earlier. Sorry about the confusion!
  7. Hey! Thanks for the suggestion. Some of this sort of exists already. You can import an engine from the KSP engine config file by right clicking the engine listbox and selecting the import menu item. You then browse for an engine CFG file (such as "<ksp_root>\GameData\Squad\Parts\Engine\liquidEngineLV-909_v2\liquidEngineLV-909_v2.cfg") and it imports it into LVD. You can then assign it to the correct stage and copy it to your heart's content. That said, it's better to have fewer LVD "engines" that represent clusters of multiple of the same KSP engine, because it takes less CPU time to iterate over them when computing thrust. You can just multiply the thrust values by the number of engines and keep the ISP the same. Does this sort of satisfy what you were hoping to see?
  8. Let me know if you all have any questions with my KSPTOT software!
  9. Just a heads up, everyone, @EpicSpaceTroll139 helped me fix two other bugs today. A new build with those fixed is now online. If you use LVD, you'll want to grab this new build. Please let me know if you have any questions!
  10. You found a bug! I've got a fix implemented but it's going to take some time rebuild the executable. In the mean time, if you go into each of the steering models and just open and close each of them (like you were editing them), that should work around the issue. I'll try to get a new build up either late tonight or tomorrow.
  11. Thank you! Make sure you've got the latest (and just released) v1.6.9 if you haven't downloaded that already. Yes, you can absolutely do this. If you want to use Mission Architect, insert a Delta-V Maneuver and use one of the "Spherical" element sets. Then fix the "DV Mag" to whatever you need it to be and optimize the azimuth ("Az") and elevation ("El") quantities. Set a constraint to constrain the period to Y hours (in seconds) and minimize the eccentricity as the objective function. This all said, I wouldn't actually use Mission Architect. Launch Vehicle Designer is far more fully featured and much closer to a professional trajectory design tool. MA is fine for simple things (like what you're talking about here), but LVD opens up so much more possibilities and is much more powerful. Let me know if you have any more questions!
  12. If you look at the tutorial for Mission Architect called "Solar System's Edge", the first part of it talks about using MFMS. The application has changed a bit since this tutorial was written but I think it'll point you in the right direction if nothing else.
  13. On the main KSPTOT window: Edit menu -> Configure Celestial Body State Cache. Enter the start and end times you wish to create the cache between and push the button. It will do its things and then close the window. You're all set at that point.
  14. I've got a fix worked out and I'm rebuilding the application now. I'll edit this post when I've got it uploaded for you to try out! EDIT: New build with fix is uploaded.
  15. Okay, this is a bug that showed up from the new MATLAB version. I thought I fixed it a while back. I'll take a look today. Thanks for the report!
  16. Can you give me a description of what you're trying to do? A screenshot of the MFMS window before you tap the compute button would be super helpful too.
  17. Go redownload KSPTOT from the first post in this thread and let me know if that works for you. Should be fixed now. Yeah, that would probably be impossible to implement in a way which is satisfactory to everyone. But I'll think about it some more, it's a good idea, even if it'd be a ton of work!
  18. No worries, thanks for the info. I've got a fix and I'm rebuilding it now. I'll have it uploaded in a few hours! And to answer the previous question, yes, you would want to use the numerical integration mode on the celestial bodies to reproduce what Principia does.
  19. Right, there's a few things here. First, yes, if you want an open loop guidance solution to execute your trajectories, you can use the kOS execution script. It works a lot better in-space because drag modeling is a pain in the neck, but you can use it with reasonably good results in atmosphere too. There are some caveats. You need to get your mass properties right exactly to have any sort of reasonable chance of success using the kOS script. Because there's no closed loop guidance to adjust steering and throttle to hit targets, if your masses are off in your vehicle configuration, all of your burns will also be off. The same note goes for the engine characteristics. If your thrust and isp curves don't match what's in game, your burns will also all be off. I'm not sure if you're leaving from Earth and going to the moon or just ascending from the moon's surface, but if it's the former, you'll need to create high quality drag profiles for your vehicle for each configuration it could be in (so basically after staging bits). There's another script in the kOS scripts folder in the KSPTOT download ZIP file that does this. Pop it open and read the header content to see what it does. Just run it on the launch pad and set aside a few hours for it to do its thing (kOS is slow). Then you'll use the kOS drag model in LVD to read in those drag profiles and use them. You'll want to advance your script and re-optimize your mission after each major maneuver to account for the minor differences in steering and modeling between LVD and KSP. We even do this in real life so it's not too crazy. Regarding the error messages, can you please send me the bodies.ini file so I can take a look? I'm guessing you found at least one bug. If so I'll get a fix out ASAP, but I need the bodies file to reproduce the issue. Thanks!
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