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Sacred Aardvark

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    Spacecraft Engineer
  1. Ran into a snafu when trying to calculate a kerbin to duna via eve fly-by. http://i.imgur.com/tkhOoPd.jpg kspTOTlog: Starting matlabpool using the 'local' profile ... connected to 4 workers. Swarming... Reached limit of 75 iterations Best point before hybrid function: [1.1467e+08 4.1101e+06 6.0166e+06] Turning over to hybrid function fmincon... Local minimum possible. Constraints satisfied. fmincon stopped because the size of the current step is less than the selected value of the step size tolerance and constraints are satisfied to within the default value of the constraint tolerance. Final best point: [1.1467e+08 4.1101e+06 6.0166e+06] ---- 114671641.318071 Run Local Local Local Local First-order Index exitflag f(x) # iter F-count optimality 1 2 5.172 12 53 7.341e-11 2 2 5.172 8 37 4.942e-13 3 -2 5.175 12 75 1.551e-08 4 2 5.172 8 34 2.679e-10 5 2 0.991 9 33 1.044e-10 6 2 0.991 15 58 8.07e-10 7 -2 5.175 9 50 3.575e-09 8 -2 5.174 3 15 0.004757 9 -2 5.175 2 12 0.0003162 10 2 0.991 11 50 2.312e-05 11 -2 5.175 2 12 0.002096 12 -2 5.175 5 32 0.02135 13 2 5.172 7 35 3.414e-10 14 2 0.991 6 28 1.549e-09 15 2 0.991 14 59 3.437e-10 16 -2 5.175 20 84 2.348e-09 17 2 5.172 9 43 7.151e-14 18 -2 4.129 4 75 4.221e-09 19 2 0.991 7 34 8.823e-06 20 2 5.172 6 30 7.163e-14 21 2 0.991 8 33 5.272e-09 22 -2 5.175 26 156 9.16e-09 23 2 0.991 7 28 1.642e-09 24 2 0.991 8 37 2.288e-10 25 -2 5.175 14 83 1.064e-08 26 2 0.991 12 53 6.513e-13 27 2 0.991 12 39 1.044e-08 28 2 5.172 14 84 1.781e-12 29 2 5.172 13 50 2.671e-10 30 2 0.991 11 47 8.07e-10 31 2 0.991 9 38 8.07e-10 32 2 0.991 5 28 6.513e-13 33 2 0.991 6 25 8.161e-10 34 2 5.172 5 25 3.413e-10 35 2 0.991 22 102 2.993e-12 36 2 0.991 8 33 2.522e-05 37 2 0.991 14 53 8.064e-10 38 2 5.172 9 38 9.629e-06 39 -2 5.175 5 39 3.856e-09 40 2 5.172 5 21 2.676e-10 41 -2 5.175 9 50 1.94e-09 42 2 0.991 10 39 8.07e-10 43 2 5.172 11 42 3.409e-10 44 2 0.991 9 33 1.044e-10 45 2 0.991 8 53 1.314e-05 46 -2 5.175 12 77 5.008e-09 47 2 0.991 27 133 3.674e-11 48 -2 5.175 3 15 0.001097 49 -2 5.175 10 53 1.721e-09 50 2 5.172 13 47 2.676e-10 MultiStart completed some of the runs from the start points. 35 out of 50 local solver runs converged with a positive local solver exit flag. 109.760153757947 I've used the calculator several times without issues, and was just trying to generate a burn to try and make more sense out of the mission optimizer. I've managed to get it to do a kerbin->duna+circularize, wait 1 orbit and come back to kerbin, but couldn't get it to do a fly though. (well I could, once, but my 60m/s dV @ 1200km from core fly-through burn got bumped into a 700m/s burn at 4200km from core) Pretty sure it's just PEBCAK, playing with the optimizer I've figured out some stupid mistakes I've kept making, but since I can't get a flyby calculated any more my trial and error got put on hold Would love a step by step for the ike mission file that was included, though just it's existance helped me sort out my burn timing issue. OH! Almost forgot, can we have the dV-burn input be in the same order as the calculated burn displays? One of my problems has apparently been that I've mixed up the radial and normal burn vectors when entering burns. Didn't even notice until my burn pointed me through the planet I was orbiting. After calculating a departure burn from the porkchop plot, the dV is given as Prograde - Radial - Normal, but in the mission architect the order for entering a dV maneuver is Prograde - Normal - Radial. Oh, and this program <profanity> rocks. Reading through the thread and seeing all the features coming in felt like being in the audience of The D for Master Exploder. *headsplode*
  2. http://thumbs.dreamstime.com/z/get-back-devil-spawn-23805742.jpg [edit] holycrapthatwasbig, into a link you go. j/k, you're entitled to your opinion As far as solutions go, that's actually kinda elegant. It'd cover two of my three divided desires, you'd have the familiar design of a real language with the newness of "made up" commands. Doubt anyone else would like it though
  3. MEL is for Maya (a 3d program), iirc Ch is a scripting language for use with C (or something like that, my memories are a bit vague) and I think Squirrel was used in Portal for some events. (Rexx and AngelScript I just ran into in google while I was checking what language AE uses for expressions (it's JS btw) ) Ofc MEL is similar to Perl and Squirrel apparently has a C like syntax, so the whole point I was making is a bit vague Java is the only one I'd vehemently oppose, coding that always felt like I was shooting myself in the leg (i know it has its supporters though). Possibly C# too since from what I've seen it looks like an outside-of-marriage child of Java and C++ (so you know, only hitting yourself in the leg? since c++ is nice), but I don't know much about it. Basic would be fun for the "oldskool" lolz. (though I've heard a saying that the easiest way to ruin an upcoming programmer is teach them basic (hey, maybe that's why I suck? )) I'm a bit torn on this. Part of me wants a language I already know for ease of start, while another part wants some real language I don't know so I'll have incentive to learn it and a third part wants something completely made up because it's Kerbals after all... I'm just glad I'm not the guy who has to make the call Though since the plan to my understanding is that Jebnix will be able to support multiple languages via additional dll's, there's potential for everyone to be happy (assuming someone will code the dll for <desired language> ) [edit] that's funny, ******* child got censored. Does that mean I can't call a female dog a ***** ? [edit 2] okay I'm far too amused by this, I think my blood sugar is a bit low (or high? anyhoo). As you were
  4. I'll do KS over JS or lua any day. Only issue I had with KS was the fact that I kept using semicolons instead of periods, but that's not a big deal. If kerboscript gets dropped, lets change to MEL! (or Ch, or Rexx, or Squirrel, or AngelScript, etc) [edit] reading this now it seems less lighthearted than I intended it to be :|
  5. Looking at the first post, isn't this what he is planning to do? There will be a separate dll for each language interpreter, just that the first interpreter will be for kerboScript. One could code a different one to interpret say lua and feed it to Jebnix for execution.
  6. Are they? Go double check Geo1, based on those two images the most likely scenario is that the antenna you think is targeting Geo2 actually isn't, or is targeting but isn't activated.
  7. Holy crap. Someone actually made a bugreport about it. I made a few posts about the issue some fifty (might have been a hundred) pages back, but didn't really get anyone to have a go and confirm that it wasn't just my install, so never got around to doing a proper bugreport on it. :/
  8. Seconded on the distinct name, though not sure about keeping the kOS bit in. It'd be a nice nod to Kevin, but on the other hand if Kevin comes back and decides to pick up where he left off, it could create slight confusion to have DR/MS/PC/WE-kOS* and kOS. Maybe k64? kerbbodore? Since kOS uses that c64 lookalike thing for visuals. *(Must Save / Preserved by Community / WhatEver)
  9. Because craft zooming off to infinity is so much worse than a craft crashing down to kerbin without any control. One of these is (in theory) recoverable, the other is dust. (hint, the recoverable one isn't the version where the thrust was cut before reaching orbit) I'm under the impression that his question was related to the engine -automatically- shutting down when the connection was lost. Not the operation of the FC. Just a guess, but I think it's because KSP doesn't let you save or change ships while throttled up, thus leaving the throttle open would get you stuck on that vessel until it got a connection again, if it ever would.
  10. Haven't had that issue, but just a thought, would locking staging help? (alt+L) Or swapping from staging to docking controls so space only swaps between rotation and translation controls, instead of staging.
  11. It's not named the same way as the others (e.g. 2.5m heat shield), it's "Heat Shield for Mk 1-2 Pod", is that visible?
  12. Activate the deactivated dish? I am not aware of a limit to how many dish connections a satellite can make, I think my highest is my mun relay, 8 connections (with 3 dishes, cone angles ftw), my two long range comsats have 7 dishes for direct targeting, but only 4 are in use atm. If you have keosyncs targeting both relays and both relays are targeting the keosyncs then both should work, I think. You're not using planetary targeting (cones) or active vessel, right?
  13. Put a probe-core on the ship in addition to the manned module, that's worked for me.
  14. Is the signal path: KSC -> Relay -> active vessel (so ship_A has connection to relay, because it has a dish capable of it, but swapping to ship_B means theres no path from ship_A to Relay anymore and while ship_B connects to ship_A, it has no connection to KSC) or is it: KSC -> Relay -> ship_A -> ship_B ? That's the common "oops" mistake, but from your description you seem to have the path to ship_A okay, but no path between ship_A and ship_B, if that is indeed the case then I'm unable to offer a solution at this time.
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