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KSP2 Release Notes
Everything posted by Amagi82
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Squad made me change it. They don't want anyone using the kerbal icon.
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Thanks! What language bug are you referring to? And let me know what strings should be what in German, and I'll update the app. The file containing all the German translations is located here: https://github.com/Amagi82/KerbalSpaceApp/blob/master/res/values-de/strings.xml
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I think I need to clone myself so I can get more work done. The devnotes idea would be cool, but I'm super busy with another project right now. Concerning the language thing- I did spot a bug yesterday that I think is causing the language to reset for you. I'll be releasing an update adding a new language(Croatian) and possibly fixing that bug. Let me know if it persists after the app updates next.
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I don't know exactly how the FAR or NEAR mods alter atmospheric calculations. Do you have data on that?
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There's not a save function at this time. I was considering making one, but I'm working on a big new project right now, so that's where I'm focusing my attention for the time being. And thank you! Glad you enjoy the app.
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1) Oh, gotcha. I have no plans to make it work that way. It would be too much work for too few results, and there are already a couple of resources that do that. Here's a website that does just that: http://mononyk.us/wherecanigo.php?dv=7500&loc=ground&figs=diff 2) Making the transfer windows more visual is something I'm considering. I agree others do it better. And I'll send you a PM about Portuguese.
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You're welcome! And why do they differ? Because there are tons of different ways to perform an orbital maneuver, and some are more or less efficient in certain circumstances. I tried to use the most fuel efficient method for most circumstances, and allow the user a huge range of choice in how they perform it. Per your suggestions: 1) Hah! Julien copied my Mission Planner! I feel sorta honored. And KSP Calculator has improved dramatically since the last time I checked it out (also, my app does almost exactly what the Counselor does, in the Mission Planner area). 2) What is this program doing that mine isn't?
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Just released version 1.3! Enjoy the prettier art (I got rid of the planet backgrounds).
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Done. May take a few hours from the time of this post to update.
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I've sent you a PM.
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Version 1.2 is now up, which lets you override the default language in Settings. It also adds commas to break up large numbers, and improves the Spanish translations (courtesy of Jorge Sierra). The plan for version 1.3 is to revamp the Science Multiplier section. http://wiki.kerbalspaceprogram.com/wiki/Science I'm considering including max possible science for each planet, with and without a Kerbal, along with the altitudes necessary to get atmospheric and low orbit science. Or perhaps the total amount of science available from the surface, from the atmosphere, from low orbit, and from high orbit. I don't think most people care about the multipliers nearly as much as how much science you can actually get out of each planet/moon.
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I think I like having those in meters, but I'll switch it up and see how it looks. The comma separation is a good idea. I'll add it to the list. *update* I tried having it switch to km when you get above 10,000, and it looks weird, so I'm gonna stick with meters. I did add comma separation though- that looks great. Thanks for the idea! I think I'm gonna work on the forced language thing now and roll out an update when I get that working.
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It may be possible to include a setting that forces the app to use another language, but I'm told it can be buggy. I'll experiment around with it and see what I can do. I only speak English, so sorry for the odd translations - I'm kinda at the mercy of Google translate unless I dump a bunch of money I don't have on professional translators, which, for a free app, makes no sense. Anything I can fix? Anything hilarious? lol And Awaras, I just added Serbia. Should be up shortly. I was getting people leaving bad reviews because I didn't have it translated into every conceivable language, so I limited it to countries that had official languages covered by the current languages. Feels kinda damned-if-I-do, damned-if-I-don't on this front. Frustrating when people leave 1 star reviews because you don't have your app translated into perfect Macedonian.
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Now I'm really confused. What country are you in? I did restrict it from a few countries because I was annoyed at getting negative feedback for not having a version in their language. If you want, you can send me a PM with your email, and I will personally email you the .apk. *edit* problem solved- it was a country permission.
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Google Play Filters out results for apps that are not compatible with your device. What version of Android are you using? Settings -> About (at bottom) -> Android version I suspect you are running 3.x, honeycomb, which should be upgradeable to 4.x. Honeycomb introduced a lot of new features for tablets, and the vast majority of tablets were summarily upgraded to Ice Cream Sandwich, which fixed a lot of minor issues. Your version must be at least 4.0 to be compatible with Kerbal Space App, which includes approximately 85% of the market. There were a lot of changes that happened at that time, and supporting earlier versions would have been difficult and time consuming. In another year, this number should be up over 95%, so it's not worth spending a lot of time on something that's being phased out anyway.
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Did you actually trade in your android phone? If not (and assuming it's running 4.0+), there's no reason you couldn't download it with wifi and run it. Or you could pick up a cheap tablet - I set my tablet next to my monitor with the biome maps up whenever I need to do some Mun/Minmus science.
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You're right, thanks! I'll get to work on fixing that. I'm working on Spanish, French, and German translations at the moment, so I should roll out an update in the next week or so.
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I have zero programming experience with iOS. You probably know as much as I do about it. That said, if anyone out there is an iOS developer, feel free to make a clone. I've linked my source code in the original post. Click Settings, and slide all the values to the left for the minimum possible numbers. You're right though- I think the default is too high. I'll lower it in the next version. Version 1.02 is now available! It fixes a bug that causes a crash when you click outside the MissionDestination window and takes care of a couple other minor issues.
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And we're up and running!
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I'm happy to present to the KSP community the Android app I've been working on over the last several months! Version 1.3 is finished! Download on Google Play Version 1.3 improves the art, improves the translations, and adds Russian. Kerbal Space App allows you to access an extensive variety of information about the planets and moons of KSP, along with the delta V required to reach orbit, land, and transfer to other bodies. It calculates each value using real authentic orbital mechanics, and allows you to tailor the settings to your skill level. The app also includes a Mission Planner feature, allowing you to select a series of planets/moons you'd like to visit, choose whether to simply orbit, land and return to orbit, or just land, and the app automatically calculates the delta V you'll need to complete your journey, each step along the way. You can access topographical and biome maps from the planet info screens, which I've found super helpful when trying to visit all the biomes to collect all zee Science. No more constant alt-tabbing! Features: - Extensive details about each planet/moon (swipe between them!) - Topographical maps - Biome maps - Atmospheric graphs - Mission Planner feature with swipe to delete functionality and click to edit The app is compatible with Android devices running Ice Cream Sandwich or newer (if you still have an ancient device running Gingerbread, sorry). I do believe in actively supporting what I make, so if you spot a bug, please report it here and I'll fix it as soon as possible. Let me know which device and version of Android is experiencing the trouble. Also let me know if any of the math looks wrong. The math is calculated assuming Hohmann transfers from circular orbits and aerobraking when possible. For a transfer between a moon and a different planet, it's assumed you burn retrograde from the moon's orbit and then use the Oberth effect around the parent body to send you on your way. Arriving at another moon while skipping the planet assumes you aerobrake at the planet and set your apoapsis for an encounter with the moon. Landing around bodies with atmospheres are assumed to use parachutes, and takeoffs are calculated with the atmosphere factored in. In settings, you can choose how high you want to orbit above the minimum safe orbit (scraping the atmosphere or the tallest mountain), what sort of additional fuel margin you'd like to bring, and how efficient you foresee your inclination changes being. Note that these changes will be reflected in both the Mission Planner and the Planet Info screens. If the values look weird, check your settings before you report a bug- choosing 90% extra fuel margins will make for rather excessive figures. It's possible to beat the inclination change values I've included if you are very good and you try a polar orbit departure, and it may be possible to save deltaV using a bi-elliptic transfer or gravity assists in certain circumstances which are not modeled due to excessive complexity. Source code Future plans that may or may not happen: - Science descriptions for each item in the planet info screens (not everyone knows the difference between Sidereal and Synodic orbital period!) - Aerobrake calculator. Still not sure about the math on this one. Calculus is scary. - Parachute calculator. How many 'chutes will you need with X mass to not explode on impact? - Drag and drop re-ordering in the Mission Planner - Orbital Mechanics lessons? Plans actively in development: - Improving the science section, so you can see how much science can be gathered at each planet, and what equipment to bring to maximize your results. I plan to upgrade the Mission Planner with this info as well. I welcome any and all constructive feedback, from UI issues to bugs to incorrect math- if it's ugly or incorrect, I want to fix it. If you have any ideas for improvement, I'd like to hear those too. I hope this app is helpful and adds to your experience playing KSP!
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I found this wonderful resource a few days ago: http://alterbaron.github.io/ksp_aerocalc/ and its source code at https://github.com/alterbaron/ksp_aerocalc/blob/c1b918b6cec2af703b9e1fd66b18d9241619daa2/js/aerocalc.js I'd really like to understand the math happening here. I'm not familiar with javascript, so the syntax and abbreviated variable names are making that source code really hard to parse, and wikipedia does not provide any equations I've managed to find on the subject. Would any of you be so kind as to show me exactly what math I'd need to do to calculate exactly what altitude I should set my periapsis to to get a desired apoapsis?
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Thank you very much, Yasmy. I've been working on an android app, and the equation is working properly now. For anyone else working with Java programs, the following may be helpful: static double gravParameter[] = { 1.1723328e18, 1.6860938e11, 8.1717302e12, 8289449.8, 3.5316e12, 6.5138398e10, 1.7658e9, 3.0136321e11, 1.8568369e10, 2.1484489e10, 2.8252800e14, 1.962e12, 2.074815e11, 2.82528e12, 2.4868349e9, 7.2170208e8, 7.4410815e10 }; static double scaleHeight[] = { 0, 0, 7000, 0, 5000, 0, 0, 3000, 0, 0, 10000, 4000, 0, 0, 0, 0, 0 }; // atmospheric scale height static double surfacePressure[] = { 0, 0, 5, 0, 1, 0, 0, 0.2, 0, 0, 15, 0.8, 0, 0, 0, 0, 0 }; // surface pressure in atmospheres static double equatorialRadius[] = { 0, 250000, 700000, 13000, 600000, 200000, 60000, 320000, 130000, 138000, 6000000, 500000, 300000, 600000, 65000, 44000, 210000 }; static double siderealRotationVelocity[] = { 0, 1.2982, 54.636, 2.8909, 174.53, 9.0416, 9.3315, 30.688, 12.467, 24.916, 1047.2, 59.297, 17.789, 17.789, 0.75005, 0.30653, 1.2982 }; static double semiMajorAxis[] = { 0, 5263138304L, 9832684544L, 31500000, 13599840256L, 12000000, 47000000, 20726155264L, 3200000, 40839348203L, 68773560320L, 27184000, 43152000, 68500000, 128500000, 179890000, 90118820000L }; static double eccentricity[] = { 0, 0.2, 0.01, 0.55, 0, 0, 0, 0.05, 0.03, 0.14, 0.05, 0, 0, 0, 0.24, 0.17, 0.26 }; static double sphereOfInfluence[] = { 0, 9646663, 85109365, 126123, 84159286, 2429559, 2429559, 47921949, 1049599, 32832840, 2455985200L, 3723646, 2406401, 10856518, 1221061, 1042139, 119100000 }; static int minOrbit[] = { 0, 6817, 96708, 6400, 69078, 7061, 5725, 41447, 12725, 5670, 138155, 55262, 7976, 12695, 21758, 5590, 3874 }; static int highPoint[] = { 0, 6817, 7526, 6400, 6761, 7061, 5725, 8264, 12725, 5670, 0, 5600, 7976, 12695, 21758, 5590, 3874 }; // This method calculates the exact deltaV required to get to orbit around any body in KSP public static double getToOrbit(int planet, double takeOffAltitude, double orbitClearance) { double r1 = equatorialRadius[planet] + takeOffAltitude; double r2 = equatorialRadius[planet] + minOrbit[planet] + orbitClearance; double gravity = (gravParameter[planet]) / (r1 * r1); // force of gravity at a given altitude double pressure = surfacePressure[planet] * Math.exp(-takeOffAltitude / scaleHeight[planet]); // pressure at a given altitude double atmosphericDensity = 1.2230948554874 * pressure; double terminalVelocity = Math.sqrt((1250 * gravParameter[planet]) / (r1 * r1 * atmosphericDensity)); double deltaV; // Includes calculations for atmospheric losses only when atmosphere is present if (surfacePressure[planet] != 0) { deltaV = (Math.sqrt(gravParameter[planet] / r1) * Math.sqrt((2 * r2) / (r1 + r2)) + (Math.sqrt(gravParameter[planet] / r2) * (1 - (Math.sqrt((2 * r1) / (r1 + r2))))) - siderealRotationVelocity[planet]) + ((4 * gravity * scaleHeight[planet]) / terminalVelocity); } else { deltaV = Math.sqrt(gravParameter[planet] / r1) * Math.sqrt((2 * r2) / (r1 + r2)) + (Math.sqrt(gravParameter[planet] / r2) * (1 - (Math.sqrt((2 * r1) / (r1 + r2))))) - siderealRotationVelocity[planet]; } // Returns deltaV rounded to the nearest tenth. return Math.round(deltaV * 10.0) / 10.0; } // Minimum delta V from orbit around planetStart necessary to intersect planetEnd's orbit, not including inclination changes public static double getDeltaVInjectionBurn(int planetStart, int planetEnd, double altitudeStart) { return Math.sqrt((gravParameter[0] / semiMajorAxis[planetStart]) * Math.pow(Math.sqrt((2 * semiMajorAxis[planetEnd] / (semiMajorAxis[planetStart] + semiMajorAxis[planetEnd]))) - 1, 2) + gravParameter[planetStart] * ((2 / (equatorialRadius[planetStart] + altitudeStart)) - (2 / sphereOfInfluence[planetStart]))) - Math.sqrt(gravParameter[planetStart] / (equatorialRadius[planetStart] + altitudeStart)); } // Minimum delta V necessary for capture and circularization at planetEnd, assuming no aerobraking public static double getDeltaVInsertionBurn(int planetStart, int planetEnd, double altitudeEnd) { return Math.sqrt((gravParameter[0] / semiMajorAxis[planetEnd]) * Math.pow(Math.sqrt((2 * semiMajorAxis[planetStart] / (semiMajorAxis[planetStart] + semiMajorAxis[planetEnd]))) - 1, 2) + gravParameter[planetEnd] * ((2 / (equatorialRadius[planetEnd] + altitudeEnd)) - (2 / sphereOfInfluence[planetEnd]))) - Math.sqrt(gravParameter[planetEnd] / (equatorialRadius[planetEnd] + altitudeEnd)); }
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Plugging in values for a Kerbin to Moho trip, I'm getting the following (wrong) value for ÃŽâ€v1. http://www.wolframalpha.com/input/?i=%CE%94v1+%3D+sqrt%28+1.17e18%2F13599840256%29+%28sqrt%282*5263138304%2F%2813599840256%2B5263138304%29%29+-+1%29+%2B+3.53e12+sqrt%282%2F700000+-+2%2F84159286%29++-+sqrt%283.53e12%2F700000%29
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One thing I don't think has been mentioned that can help you at first is to build ships on the smaller end. The larger a ship is, the more of a pain it is to maneuver it and spin it around in space. Perhaps launch a ship that consists of nothing but a probe body and a docking port adapter, with docking ports on 5 sides for your practice ship, and then launch a rendezvous ship that is nice and small and maneuverable, and has RCS nozzles balanced around the center of mass (like 4 symmetrical at the top and bottom of a small craft). Be patient setting up your rendezvous, and get <2km closest approach before burning toward the ship and making your attempt. The most important thing to pay attention to is the retrograde indicator, which when you have the target selected, and you are close, will stop you relative to the other vessel. You can then spend all the time you need fiddling with getting close and aligned.