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I'm a bit of a purist, so I don't use Mods, at all, when playing KSP. Using the rotation adjustment with Snap on means that the minimum change in angle that can be achieved is 5 degrees. For making various spaceplanes, especially SSTO's, it is desirable to be able to pick a smaller angle. To do this I have made an Inclinometer that I use for getting precise angle with snap off. The inclinometer has been set with graduations of 0.5 degrees using small solar cells as "markers. I have saved the Inclinometer as a subassembly so I can bring it out as I need it. In this case I'm using it to se the wings for an SSTO cargo carrier. I want to set the wings at 2 percent. I attach an arm made of wing sections to the wing I'm adjusting and move it back and fourth until the arm matches with both arms on the inclinometer. Then I turn snap off and rotate to the angle I want, in this case 2 degrees. Using this I can confidently set an angle within a tenth of a degree. Then I can delete the arm and inclinometer and set the wing to where I want it! Can this be done with Mods? Absolutely, and no doubt more precisely.
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Even though they are set to "yaw only", when tail control surfaces are placed at an angle (not 90 degrees) they also have an influence on pitch or roll. This should be cancelled out by other control surfaces, preferably automatically. This opens up the ability to design more diverse looking craft without performance loss.
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Hi everyone. I'm not an engineer, so maybe this is common knowledge already, but during TCA development I've encountered a problem with numerical instability of Vector3[d].Angle methods at small angles. Both methods use the same straightforward implementation: public static double Angle(Vector3d from, Vector3d to) { return Math.Acos(Math.Min(Math.Max(Vector3d.Dot(from.normalized, to.normalized), -1), 1)) * 57.2957795130823; } Which is fine, unless rounding errors start producing cosine values > 1 that get clamped, which results in angle "measurements" like this: *this, of course, depends on the vectors themselves, as most of the error comes from normalization. So I've started looking and, soon enough, found a paper reciting a much more numerically stable approach: https://people.eecs.berkeley.edu/~wkahan/Mindless.pdf (page 47, top, don't mind the title ) What's more, as it uses arctangent of direct quotient of sine and cosine, we can use the standard atan2, which is robust at all angles: public static float Angle2(Vector3 a, Vector3 b) { var abm = a*b.magnitude; var bam = b*a.magnitude; return 2 * Mathf.Atan2((abm-bam).magnitude, (abm+bam).magnitude) * Mathf.Rad2Deg; } No normalization, no clamping, and much, much more reasonable results: So if you happen to have the need for accurate angle measurements in Unity, this is a cheap and effective solution.
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When the information panel is displayed for a docked docking port, include a readout of the current angle of the face of the docking port relative to its partner. Include + and - buttons to rotate the partner docking port (and attached structure) without undocking. This would allow a much greater degree of precision in the construction of structures and vehicles in-situ. For example, two short 2.5m vehicles with two Rovemax XL3 wheels each in mirror attachment could dock with Clamp-O-Tron Sr. ports to form a large rover. It would be much easier to ensure that the wheels are all facing in the same direction with this method, rather than undocking and rotating a potentially unbalanced structure. Something like this:
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Hi. When I enter the VAB, I've lately started experiencing a disturbing issue. When I try to change my camera angle, it's really slow. No lag or anything like that, just a slow moving process for the camera. To do a 360 around my spacecraft I have to drag like 5 times. I've experienced this earlier, but then it helped with a restart of the game, now it's not enough. I'm running KSP 1.1.3 on macOS Sierra.
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So I've finally parked my first station around Minmus. It's got everything I'll want from it later: two orange tanks, lots of docking ports, plenty of monoprop and EC. Even got a nice contract to put it there (I would've done so anyway, it's my interplanetary refueling station now.) Thing is, I can't seem to get it's orbit fully equatorial. 5.3 degrees is the closest I can get, and I can't seem to find any combination of burns that get it closer. The maneuver nodes are useless because they don't show me the AoI. KER doesn't help much, it only tells me where I'm at, not how to get where I want to go; nor does it show the stats of the node's orbit... Any advice on finding equatorial orbits on my own?
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So I was trying to launch my rocket when all of a sudden the camera loaded like this: Anybody know how to get the camera so the field isn't so wide/stretched out?