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Transfer Window Stock Integration


arkie87

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Basically, the idea is to integrate transfer windows into the game interface by showing the transfer window in the map screen when a body is "targeted". What this could look like is an orange transfer dashed line displaying the Hohmann transfer path starting from the position of the ideal transfer window.

Basically, just like when you target something, the game shows you ascending node and descending node, it should show you Hohmann transfer window on the screen. This is similar to the way that "Landing Height" mod intuitively switches altimeter from height above sea level to height above ground when switching navball from orbit mode to surface mode.

Thoughts? Constructive criticism? Interested in working on this project?

Edited by arkie87
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Isn't what you are suggesting the same as adding the node and seeing the modified trajectory ?

"the node" = maneuver node?

Sort of, except the game shows you where to add the maneuver node. also, the node isnt set up for you, you still have to figure out deltaV and ejection angle. The only difference is the game tells you where optimum transfer window is.

Also, this would happen automatically when targeting a craft or body (integrated into stock KSP's API without needing its own GUI).

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basically, just like when you target something, the game shows you ascending node and descending node, it should show you optimum transfer window on the screen

Edited by arkie87
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I believe MechJeb does all this, and more, already, doesn't it ?

No. MechJeb has it's own GUI. I am suggesting a mod to make it happen automatically in order to improve the intuitiveness of the KSP API: basically, just like when you target something, the game shows you ascending node and descending node, it should show you optimum transfer window on the screen. This is similar to the intuitive changes that "landing height" mod does (when in surface mode, altimeter displays altitude above ground and not sea level).

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Which optimum? Fastest travel time (conserving supplies with a life support mod)? Soonest departure time? Lowest dV to reach the target? Some combination? That question is why porkchop plots exist and have 3 axes: x, y, and color. Mods like Transfer Window Planner can create the nodes, but there's no way to tell what the optimum is for a given mission automatically. You might not want to have to time warp for 50 years for the ultra-low dV transfer to come up. Etc.

Also, you're talking about the GUI not the API. The API is only used by mod makers, it's the set of class and method names in C# that are available for public use. It's not particularly intuitive, nor is it supposed to be.

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I just want to be able to place "planning nodes" on planetary orbits that are in all ways like maneuver nodes except they don't attach to ships. We can drag them, go up and down orbits, make them bigger or smaller, and target another planet to get approach markers. Then we can warp until the planet is near the node (using KAC of course) and launch a ship, confident that if we set up an actual maneuver node that does roughly what the planning node did earlier, we'll get a similar encounter.

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Which optimum? Fastest travel time (conserving supplies with a life support mod)? Soonest departure time? Lowest dV to reach the target? Some combination? That question is why porkchop plots exist and have 3 axes: x, y, and color. Mods like Transfer Window Planner can create the nodes, but there's no way to tell what the optimum is for a given mission automatically. You might not want to have to time warp for 50 years for the ultra-low dV transfer to come up. Etc.

Also, you're talking about the GUI not the API. The API is only used by mod makers, it's the set of class and method names in C# that are available for public use. It's not particularly intuitive, nor is it supposed to be.

In op, i mention Hohmann transfer. Most direct route should be pretty obvious (i.e. shortest time) and doesnt need a GUI. The idea is to give the player a rough idea of when to depart with Hohmann transfer. Obviously, it might be fine to depart a bit early or late since extra dV cost might be affordable.

I guess I used API wrong. By API, i meant built in KSP GUI, rather than a plugin GUI (i.e. windows form). In other words, it should show up on screen, like what atmospheric trajectories does, rather than numerically in a windows form. Hope that is clear.

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I just want to be able to place "planning nodes" on planetary orbits that are in all ways like maneuver nodes except they don't attach to ships. We can drag them, go up and down orbits, make them bigger or smaller, and target another planet to get approach markers. Then we can warp until the planet is near the node (using KAC of course) and launch a ship, confident that if we set up an actual maneuver node that does roughly what the planning node did earlier, we'll get a similar encounter.

I think an easy way to get these would be to show your orbit path when you zoom out from your parent body's SoI. For instance, if you are orbiting Kerbin and you zoom out to see the whole system, your orbital trajectory around the Sun (Kerbol) should be shown. If you could place maneuver nodes around this trajectory, optimum launch window would be as easy to find as finding transfer windows for Mun and Minmus from LKO.

Edited by arkie87
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