Search the Community
Showing results for tags 'flight planning'.
Edit: restart the game to fix. I have a ship I designed that is launched in two parts and then is finished in orbit by docking them together. It's really cool and even has a locking system to make sure it's lined up but I am having a problem using flight planning with it once it's docked. I can make maneuvers, but then the maneuver node does not appear on the navball. Also, the thing that pops up saying "Maneuver in 'x time'" and burn and Delta V doesn't appear. Lastly, it does not show my periapsis when I am approaching a moon or planet, or target tracking closest approach. I will include some screenshots. If there is something trivial I am doing wrong, please let me know. Or, if there's any mods to fix this that would be good too.
As I was revamping Kartographer with my new UI Framework I've came to an interesting idea I called Flight Plan. Tired of being lost in all those dotted trajectory lines while planning Joolian moons grand tour? Here comes Flight Plan! The thing you were missing for very long time: You can click any entry to focus on celestial body or maneuver. KAC integration. @Kottabos review: Planned features: Built into Kartographer. Give it to me! Now! Spacedock download. Source on github. Depends on UICore Legal: License GPL version 3 Flight Plan Icon was created by Freepik under Creative Commons BY 3.0 license. This mod uses KACWrapper.cs by @TriggerAu This mod uses ToolbarWrapper.cs by @blizzy78
So I've launched my first-for-this-career (second-ever) space station. I have a contract to park it over Minmus and I would like it to live there anyway because I want to use it as a refueling stop for interplanetary journeys. (I figure I'll rectify the orbit's angle prior to departure.) The station has very low TWR because it's not intended to move around much. Even with an inter-orbital tug attached it'll still need perikicking to make it to minmus. My usual method won't work here. Usually I click on the orbit, add some prograde burn, wait for the conics to go all screwy, make minor tweaks until I like my arrival characteristics, time warp to maneuver node, make the burn. The problem is, by the time I'm done orbiting a couple of times, Minmus will have gone along on its merry way. Is there a guide to knowing where in a circular parking orbit you need to begin kicking for a Kerbin->Minmus transfer? I can time it for an AN/DN intercept if that helps, or I can match alignments in my parking orbit first.