Jump to content

mcirish3

Members
  • Posts

    795
  • Joined

  • Last visited

Everything posted by mcirish3

  1. Well there is also the fact that Sunset at 0,0,0 on kerbin happens exactly at T=0. And the Fact that the difference is very small. 0.0912463180000032o or 0o 5' 28.4867448000115" But I guess that is not 0 I was thinking it was rounding error.
  2. It is ok, it was the only discrepancy I found out side of the mean anomaly. And I think the mean anomaly is only off by a very small amount. @ElWanderer said something HERE that makes me think it should be 180o instead of 179.908753682 since it is really PI. So problem solved. well not quite but the last of my larger questions is answered which means I can finally really get down to work.
  3. YOU NAILED IT!!!! that is it! I was thinking it was pointing at Kerbin but of course that explains everything I already of the rotational offsets for all the planets in the stock game (Hyperedit as well as some other mods like KOS provide that) But what I was missing is the orientation of the X axis. Thank You Someone had already suggested this to me and I was ready to try and do this but I was hopping for a less time consuming option.
  4. What happens if you set sensitivity to 0? I have tested it in a single launch and everything seemed to work just fine.
  5. The reason I am so determined to find out for sure is because it is the last piece a puzzle. The puzzle being two fold. 1. Being able to have a accurate local clock on all the planets. (something no one can do now.) 2. More usefully being able, on all the planets and moons with atmospheres, to predict for any time, Latitude, longitude, and altitude the exact ambient temperature, which would then give you the exact local density. which means you could infact calculate the full optimally fuel efficient, just short of burning up your ship, launch and landing trajectory for any and all ship designs. (Something some have gotten close to doing with other methods but this would be the ultimate method)
  6. OK, so now that at least one of you understand what I am talking about. Here is what I think, and was only seeking confirmation on; The the non-rotating X, Y, and Z axes of the KSP universe at T=0 does have the X Axis passing directly through the the center of Kerbin and that Kerbin's local coordinate system is rotate 90 (just like the INI file states) The reason I state that, is that T=0 happens to correspond exactly to the first sunset on Kerbin at coordinate 0o 0' 0" latitude, 0o 0' 0" longitude. What is messing with me is the mean anomaly of Kerbin = actual anomaly of Kerbin( since it is a circular orbit) but if what I said above is true then at T=0 it should be 0 not 179.908753682 at epoch (sec) 0 as is state int the INI data Gaiiden shared upstream in this thread. @Gaiiden FYI the sidereal rotation for kerbin was wrong in the INI dat you gave me. It should be 21549.4251830898 (sec). Also by the way no one seems to know that answer to this question.
  7. Yes, and I was already there. My question is; does the non-rotating X, Y, and Z axes of the KSP universe at T=0 have the X Axis passing directly through the the center of Kerbin with its origin directly at the center of Sol at that moment, and if not where is it relative to kerbin at that moment?
  8. Yes I know, that is why I am asking the question. But what is the rotational offset relative to I already know the offset but what I don't know is what it is relative to. (and if you say the X axis I am going to scream)
  9. Nope, I mean orientation. In other word the prime meridian at T=0 and its angle relative to the sun at that time. Of course inclination angle matters too for some of the moons in KSP.
  10. Yes in general. For KSP inparticular? KSP must have a world X direction at T=0, yes? (by world I mean the KSP universe)
  11. Great and how pray tell do I know were that is. Should I assume that it runs directly through Kerbin and Sol at T=0? (Because that actually would make a lot of sense to me) Edit: or is that what the mean anomaly is measured against.
  12. Thanks for the info I find it odd that there is a variable for initial planet rotation with out a way to figure out what that rotation is relative too. Obviously it works it just seems weird to put one piece of info in an .ini and not the other. As for how I will be figuring this out per @OhioBob's suggestion. One thing you might do is to land a probe on each planet and use KER to record, for a specific time, your geographic longitude and celestial longitude. From that you should be able to compute the longitude of the prime meridian at a particular data and time. For example, let's say you're on Eve at a geographic longitude of 60.00000o W. At the time of Y10, D100, 0:00, you note that your probe's longitude of Pe is 90.00000o. The celestial longitude of your landed probe is that of Pe + 180o, i.e. 90+180 = 270o. Since you're 60o west of 0o longitude, the celestial longitude of the prime meridian at the time of the observation is 270+60 = 330o. Given the date and time of Y10, D100, 0:00, we know that exactly 9 years, 99 days has passed since Y1, D1, 0:00 (i.e. 0s UT). In seconds this is, (9*426+99)*21600 = 84,952,800 s. Since Eve's sidereal rotation period is 80500 s, the number of rotations it has made since 0s UT is, 84952800/80500 = 1055.314285714. This tells us that the prime meridian is currently 0.314285714 of a rotation east of where it was at 0s UT. Therefore, the celestial longitude of the prime meridian at 0s UT is, 330-(0.314285714*360) = 216.85714o. So if you got a better method or want to help please feel free to do so.
  13. Unfortunately the parameter rotini = Initial rotation about the body spin axis at given epoch [deg] Does not explain what Longitude it is relative to. I happen to know this number is not relative to 0o 0' 0" on Duna (duna is set to 90 and Kerbin is set to 90) BUT kerbin is rotated exactly 90 degrees from Noon( sunset), However the sun is s at approximately 45 degrees from noon at that same time at 0o 0' 0" on Duna. where t=0y 0d 0h 0m 0s Any chance someone knows and if you know how it was set is it possible to determine what it is relative to? I think I have an accurate way to figure this out experimentally in game but knowing the Latitude rotini is measured relative to would be way faster and easier.
  14. I finally got around to testing your totally awesome mod. I have been reading the conversation about low TWR ships and thought I would experiment a bit. So I did two ships one with High TWR and one with very low TWR 1.03 to be exact. (I meant to and forgot to take pics) I launched both ships twice, once using your mod and once using Mechjeb. I set mechjeb as close to the best guess as I could get. So on the High TWR ship very significant improvement over Mechjeb as I expected. On the very low TWR the reverse is true which based on the above conversation I also expected. What I did not expect was that the best guess did not change any of the default numbers on the low TWR ship. I am sure, especially based on your awesome news above, that improvements can be made. As a results I have two suggestions that I am not sure you can implement but just as a thought. First, perhaps define a TWR threshold, that has the best guess changing some of the parameters the best guess currently does not change for higher TWR ships. (like start time and finish time) You seem to have a good handle on what setting to change to improve performance on low TWR ships so maybe you already thought of this. Second, part me wonders if one could not rerun the bestguess setting each time you stage to a new TWR( better build in a 0 TWR check or you will throw errors) This may not be possible but I am curious how that would work out. You would probably want to use the gravitational acceleration at your current altitude for extra accuracy. But maybe that is not how the best guess works. Thank You for making a great addition to KSP.
  15. Unfortunately the parameter rotini = Initial rotation about the body spin axis at given epoch [deg] Does not explain say relative to what point. I happen to know this number is not relative to 0o 0' 0" on Duna (duna is set to 90 and Kerbin is set to 90) BUT kerbin is rotated exactly 90 degrees from Noon( sunset), However the sun is s at approximately (since I don't know the exact calculation hence this question) 45 degrees from noon at that same time at 0o 0' 0". Thank You very much for the help and the file does have some other useful info that I may be able to use.
  16. Inclination is not the same as orientation. Orientation is tells you what parts of a planet can see the sun and what parts cannot for a given time, in this case I am looking for time 0 since it is the only time the orientation given to Unity.
  17. Hi, Here is a really challenging question which to be honest probably can only be answered by squad and could as far as I know only be estimated by players. Is there any source available to players or mod makers that states the exact initial orientation of the various planets and moons in KSP relative to Sol?
  18. I know it works, I actually am not wanting to edit anything, I am actually wanting to use the data that it puts out to save me the time and trouble of gathering the data experimentally in game. The hardest piece of the problem I am trying to solve is getting an accurate greenwich line for the various planets. In other words the exact orientation of the planet or moon relative to Sol at time 0. It can be gathered experimentally but due to the low resolution of the planetary textures the accuracy is is very poor. For example on keribin experimental data is + or - 17 seconds(I actually know the exact orientation of Kerbin at T=0) I would expect smaller planets and moons to be better but bigger ones would be worse.
  19. Good sir, If it would not be too much trouble, could you please be so kind as to explain the precise meaning of the initial rotation parameter in the planet editor. Is it still accurate? I wonder what the initial rotation is relative to in the case of both planets and moons, and relative to what longitudinal coordinates. Thank You for your time, Mcirish3
  20. OK Guys take it down a notch or three, before someone leaves in a huff. Regex and Razark are absolutely correct. NathanNell and Cantab are all so absolutely correct. (except the whole 1950's thing but only because the kerbal teck is scattered all over the bloody space development continuum) Why because it is a game about little green men who live on a ridiculously small planet and happen to have a space program with no other signs of life except random easter eggs scattered across the planet and solar system. None of it is supposed to make any sense. They are little green men who like to do crazy things with rockets. We as humans like...no LOVE... to bring order out of chaos, if we can not make order, as the universe's best known pattern recognition machine we will find order even if it is not there. So yes the the tech tree makes no sense, outside of contrive ones for game play, but there really is no back story except the ones we make up in our heads when we try and rationalize why things are the way they are. In short, I say, it is ok that things are a little wonky in the tech tree, could it be that that is part the draw? We have to make up a little story in our head to rationalize the irrational order and part of us really really likes doing that. IF you want Rational play RP-0 or RSS or CCF or perhaps that is why I made The Mod Docket. Just try not to strangle each other over it ...please I happen to think ignima was really hoping for some honest answers to what he intended as a straightforward question.( I really was serious about 1784) So why don't we bring this back to that and leave the argument over state of disarray of the techtree or career mode to a more appropriate thread. Just my two cents for what it is worth.
×
×
  • Create New...