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Is there a mod for this?


funkcanna

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MechJeb if you want to circularise.  Just tell it to create the manoeuver node for you, then you can read the dV and burn-time from the navball and see where on the orbit that altitude is (if not at actual Pe/Ap).  Then remove the node if you don't want to actually do the burn.

Edited by Pecan
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Absolutely NO mod required! It is so incredibly simple and easy I am stunned nobody has mentioned this yet.

Simply place a manoeuvre node in the desired location and pull the retro marker (do not touch any other markers) until the orbit flips. The 'size' of the node will be equal to the speed you will have at that location.

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6 minutes ago, Tex_NL said:

Absolutely NO mod required! It is so incredibly simple and easy I am stunned nobody has mentioned this yet.

Simply place a manoeuvre node in the desired location and pull the retro marker (do not touch any other markers) until the orbit flips. The 'size' of the node will be equal to the speed you will have at that location.

While simple, that isn't convenient if you want to, for example, see how it changes in various places. It'd be nice to have the info available as you hover your mouse over a point. Like the Pe/Ap info, just everywhere.

And while we're at it I'd like a ghost of your target (ship or planet) location at that time.

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Would be pretty easy to write one, just need something that returns:

Orbit.getOrbitalVelocityAtUT(<double UT>).magnitude

You can use the following code to show the velocity underneath the current maneuver node:

void drawVelocity(ManeuverNode node) {
	if(node.attachedGizmo != null) {
        String velocity = FlightGlobals.ActiveVessel.orbit.getOrbitalVelocityAtUT(node.UT).magnitude.ToString("0.##");
        Vector3d point = FlightGlobals.ActiveVessel.orbit.getPositionAtUT(node.UT);
        point = ScaledSpace.LocalToScaledSpace(point);
        point = node.attachedGizmo.camera.WorldToScreenPoint(point);
        GUI.Label(new Rect((float)(point.x) + 25f, (float)(Screen.height - point.y) + 25f, 50, 20), "Orbital Velocity: " + velocity, siteText);
    }
}

"siteText" is a GUIStyle.  I leave the rest of the modding up to the user.

EDIT: Actually, that's 1.0.5 code, but it'll probably work for 1.1.  Haven't tried.

Edited by regex
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10 hours ago, regex said:

Would be pretty easy to write one, just need something that returns:


Orbit.getOrbitalVelocityAtUT(<double UT>).magnitude

You can use the following code to show the velocity underneath the current maneuver node:


void drawVelocity(ManeuverNode node) {
	if(node.attachedGizmo != null) {
        String velocity = FlightGlobals.ActiveVessel.orbit.getOrbitalVelocityAtUT(node.UT).magnitude.ToString("0.##");
        Vector3d point = FlightGlobals.ActiveVessel.orbit.getPositionAtUT(node.UT);
        point = ScaledSpace.LocalToScaledSpace(point);
        point = node.attachedGizmo.camera.WorldToScreenPoint(point);
        GUI.Label(new Rect((float)(point.x) + 25f, (float)(Screen.height - point.y) + 25f, 50, 20), "Orbital Velocity: " + velocity, siteText);
    }
}

"siteText" is a GUIStyle.  I leave the rest of the modding up to the user.

EDIT: Actually, that's 1.0.5 code, but it'll probably work for 1.1.  Haven't tried.

Thanks, much appreciated.  I however have no idea what to do with that information :) 

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