strider3 Posted November 7, 2020 Share Posted November 7, 2020 (edited) 1 hour ago, HebaruSan said: Hmm, not sure, but maybe we can figure out an upper bound... The old logic looked for an optimal transfer solution within a 90 degree arc around an initial guess based on the relative phase angles (KAC's transfers use essentially the same logic as that initial guess). The problem occurred when the solution was in the future but the corresponding initial guess was in the past. In the worst case, we can assume that they're 45 degrees apart (initial guess at the center of the search interval and the solution at the future edge) and that the initial guess is in the very recent past (say, 1 second). So about ⅛ of the starting body's orbit, or 53 Kerbin days if you start from Kerbin? But that's only the absolute worst case; 50% of the time, the solution is before the initial guess, and the problem wouldn't happen at all, and in the remaining 50% the number of days probably ranges from 0 to 53 with some distribution unknown to me. (For those curious, the fix just got rid of the initial guesses entirely. The first 90 degree search arc now starts at the immediate present in all cases, because our method for discarding bad guesses is efficient.) I'll go with 60 days, for now. That gives me more than enough time to reorient my ship's orbits, after refueling at my station in Kerbin orbit, so I have burn time separation between each. The problem I run into is...I can separate the 4 ships, in orbit, so I can have time to do each burn, without any overlap...but warping 60 days tends to bring any minor inconsistency in the orbits into play. In other words, I can have 4 ships 90* apart in Kerbin orbit, but 60 days of warp? Who knows? I haven't given up on KSP 1.8.1...entirely...but I already see that "Eveengines" mod hasn't been listed as 1.8.1 compatible...that's when I stopped looking. I know that some mods may never get upgraded, and I will look at which are "required" by me. For now, I like Astrogator and I will live with the issue in KSP 1.7.3 and Astrogator 0.9.2. Thank you much for your time...and work! Edited November 7, 2020 by strider3 Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted November 7, 2020 Author Share Posted November 7, 2020 1 hour ago, HebaruSan said: So about ⅛ of the starting body's orbit, or 53 Kerbin days Oops, just noticed an error here; it's not the starting body's orbit that we searched but a combination of the starting and destination orbits, based on how quickly the angle between the planets changes: // We'll search a time span this wide for the best burn time double searchInterval = 0.5 * Math.PI / Math.Abs(phaseAnglePerSecond); For farther-away planets (Moho or Eeloo), phaseAnglePerSecond will be larger and the interval and hence the possible error smaller, and for closer planets (Eve or Duna), the opposite would hold. double phaseAnglePerSecond = (Tau / transferDestination.GetOrbit().period) - (Tau / currentOrbit.period); I think that simplifies down to: // We'll search a time span this wide for the best burn time double searchInterval = Math.Abs( 0.25 / (1.0 / transferDestination.GetOrbit().period - 1.0 / currentOrbit.period)); Using the orbital periods from the KSP wiki, that gives us these upper bounds for transfers starting from Kerbin: Planet Period (s) Interval (s) Worst case (days) Moho 2,215,754.00 729,586.49 16.89 Eve 5,657,995.00 3,671,758.37 84.99 Kerbin 9,203,545.00 N/A N/A Duna 17,315,400.00 4,911,424.79 113.69 Dres 47,893,063.00 2,848,225.97 65.93 Jool 104,661,432.00 2,522,725.54 58.40 Eeloo 156,992,048.00 2,444,174.19 56.58 Quote Link to comment Share on other sites More sharing options...
strider3 Posted November 11, 2020 Share Posted November 11, 2020 (edited) I've decided to try to upgrade KSP, after installing CKAN to export my modpack first. I really need to run the newer version of Astrogator to avoid having ships in orbit for a year or more before the upcoming transfer window. Wish me luck! I did, however, come up with another question ( ). Is there a way to find the next transfer window if you do not have a ship in orbit? Hypothetical example: I have no ships in orbit around Kerbin but I plan on building some for a trip to Dres. How can I find the next Astrogator transfer window so I know when to start building and launching ships into Kerbin orbit, to make the next window? I might be really over-thinking this but I dislike (me being diplomatic) doing months of work only to get to that..."ooops" moment...because I didn't ask a question.\ Ignore that last bit...as usual it became obvious after posting. I can open Astrogator at any time and see the next window. That part is not dependent on having a ship in orbit...only the create node part is. I'm getting KSP gun shy, me thinks. Edited November 11, 2020 by strider3 Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted December 28, 2020 Author Share Posted December 28, 2020 A quick test of the current version in KSP 1.11 looked fine to me, so I've updated the remote version file to mark that game version as supported, which will propagate through to CKAN shortly. As always, report bugs if you find them. Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted December 28, 2020 Author Share Posted December 28, 2020 BTW how long have map view markers that you right click on persisted when you switch to flight mode and back? That was a pleasant surprise. Quote Link to comment Share on other sites More sharing options...
Redacted Posted January 5, 2021 Share Posted January 5, 2021 (edited) Why is there not an option to plot the best encounter for the Mun when orbiting Kerbin ? Edit: NM, now i see it... wasnt able to on previous versions. Edited January 5, 2021 by Redacted Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted January 5, 2021 Author Share Posted January 5, 2021 28 minutes ago, Redacted said: Why is there not an option to plot the best encounter for the Mun when orbiting Kerbin ? Edit: NM, now i see it... want able to on previous versions. Have to admit I'm very confused, that's pretty much all this mod does. Maybe instead of demanding a defense of "Why is there not," you could focus more on explaining the problem you're having? Quote Link to comment Share on other sites More sharing options...
Souptime Posted January 6, 2021 Share Posted January 6, 2021 This mod is such a time saver, i would recommend for others Quote Link to comment Share on other sites More sharing options...
BTAxis Posted January 15, 2021 Share Posted January 15, 2021 There's a small but niggling issue in Astrogator where, if you repeatedly open and close the interface, it will move farther and farther away from the center of the screen (in a horizontal direction only) until it's partially off the screen. It will only stay in place if it's placed perfectly in the center (which is where it starts when loading up KSP). I'm not sure if it's relevant, but I play on 2560x1440 in windowed mode, using Borderless Gaming to make the game borderless fullscreen. Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted January 15, 2021 Author Share Posted January 15, 2021 45 minutes ago, BTAxis said: There's a small but niggling issue in Astrogator where, if you repeatedly open and close the interface, it will move farther and farther away from the center of the screen (in a horizontal direction only) until it's partially off the screen. It will only stay in place if it's placed perfectly in the center (which is where it starts when loading up KSP). I'm not sure if it's relevant, but I play on 2560x1440 in windowed mode, using Borderless Gaming to make the game borderless fullscreen. Yup, that's known and expected if you use UI scaling, because UI scaling makes it impossible to predict where the window will appear in a sane way: On 11/11/2019 at 11:36 PM, HebaruSan said: There will be some gradual "drift" at some scales if you open and close the window repeatedly due to the numbers not matching up precisely, but it should be an improvement over not being able to see it at all. Quote Link to comment Share on other sites More sharing options...
JIMMY_the_DOG Posted February 9, 2021 Share Posted February 9, 2021 Woah! I've been looking for something just like this! Will try it out when I get on my KSP computer Quote Link to comment Share on other sites More sharing options...
NotMyProblem Posted March 17, 2021 Share Posted March 17, 2021 Is this compatible with Principia? Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted March 17, 2021 Author Share Posted March 17, 2021 (edited) 58 minutes ago, NotMyProblem said: Is this compatible with Principia? FYI, the forum has a "search within topic" feature: If you try that on this thread you can locate the previous time someone asked about Principia: Edited March 17, 2021 by HebaruSan Quote Link to comment Share on other sites More sharing options...
Sesshaku Posted July 1, 2021 Share Posted July 1, 2021 On 3/16/2021 at 10:36 PM, NotMyProblem said: Is this compatible with Principia? Kind of. It shows you delta V and transfer windows (although uncertain how reliable those are compared with Tranfer Windows Mod). The most useful feature for Principia would be the automated maneuvre option. Now, this one is a bit more complicated. It worked once for the Moon, it saved me a lot of time and allowed me to work it from an already decent maneuvre instead of from zero. But, the second time I attempted it, it didn't work. Also, because of sphere of influence in patched conics, it doesn't allow you to use astrogator from orbiting the sun, because it detects it as you're still waiting to get of Earth Influence. Quote Link to comment Share on other sites More sharing options...
shoe7ess Posted August 21, 2021 Share Posted August 21, 2021 (edited) I tried searching the site and google to find the answer to the following question, so I really, sincerely apologize if it's been answered but, I haven't play KSP since 1.9. I always play heavily modded (game data folder for that version has 111 items in it), and I want to get back into it, but don't want to play a version where a mod doesn't work. Has anyone confirmed if this works with the latest (I think 1.12) patch? I have a lot of downloads to get to, parts, tools, etc. and reallllllly would love to add this to the collection. If necessary I'll play off 1.11, but I'd like to get the latest additions from stock added in. Only reason I'm doing this now is because now I can have a version of KSP to live on until KSP2 that won't break some of the mods I use due to changes the stock game made in an update. If anyone has tested this, I'd love to know if it does Update: Read in TWP's replies that this mod does work in the latest patch (1.12.x). Yey! Thanks! Edited August 21, 2021 by shoe7ess Quote Link to comment Share on other sites More sharing options...
antipro Posted August 21, 2021 Share Posted August 21, 2021 (edited) 35 minutes ago, shoe7ess said: Read in TWP's replies hi, excuse me, of what, is the acronym TWP? edit: nevermind, I got it, it should be Transfer Window Planner. Edited August 21, 2021 by antipro Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted August 22, 2021 Author Share Posted August 22, 2021 (edited) On 8/21/2021 at 11:03 PM, shoe7ess said: Has anyone confirmed if this works with the latest (I think 1.12) patch? Update: Read in TWP's replies that this mod does work in the latest patch (1.12.x). Yey! Thanks for reminding me... Announcement regarding KSP 1.12 versions: I haven't tested my mods in 1.12 yet. I should, and eventually I will, but so far I have not. This means I do not know whether they should be marked compatible; they might work fine, or they might have problems big or small. In the past, Astrogator has done reasonably well at staying compatible after upgrades, but 1.12 supposedly involved a Unity version change, which increases the likelihood of problems. So for now the current release of Astrogator will remain marked as compatible up to KSP 1.11, since that's the maximum version I've personally tested. If you want to try it on 1.12, go ahead, but know that it's "at your own risk." When I do eventually get around to testing it out, I'll either mark the current release as 1.12 compatible, or release a new version that is 1.12 compatible, as per usual. Edited August 23, 2021 by HebaruSan Quote Link to comment Share on other sites More sharing options...
rmaine Posted August 22, 2021 Share Posted August 22, 2021 3 hours ago, HebaruSan said: Thanks for remininding me... Announcement regarding KSP 1.12 versions: I haven't tested my mods in 1.12 yet. I should, and eventually I will, but so far I have not. This means I do not know whether they should be marked compatible; they might work fine, or they might have problems big or small. In the past, Astrogator has done reasonably well at staying compatible after upgrades, but 1.12 supposedly involved a Unity version change, which increases the likelihood of problems. So for now the current release of Astrogator will remain marked as compatible up to KSP 1.11, since that's the maximum version I've personally tested. If you want to try it on 1.12, go ahead, but know that it's "at your own risk." When I do eventually get around to testing it out, I'll either mark the current release as 1.12 compatible, or release a new version that is 1.12 compatible, as per usual. I certainly haven't tested extensively. in my 1.12.2 game I've just barely gotten to where I'm sending my first few unkerballed interplanetary missions. But in my very cursory use, astrogator seems to be working ok. Quote Link to comment Share on other sites More sharing options...
Frostiken Posted October 31, 2021 Share Posted October 31, 2021 Great mod, simple, easy, perfect. Only issue: the stock toolbar is for plebs. Glorious patrician master race needs Blizzy integration! Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted January 31, 2022 Author Share Posted January 31, 2022 (edited) Astrogator v0.10.3 is released. There are no user-visible in-game changes, so there is no hurry to upgrade. I learned some things about project organization while working on PlanningNode and KerbalChangelog that I wanted to apply to Astrogator before I could consider it completed, and the NetKAN bot needed an update to the internal .ckan file. Migrate user settings to .cfg file Convert internal .ckan file to YAML and fix its spec_version Adopt standard path names (Source, GameData, Icons, Localization, Plugins) Automated build system via GitHub Actions Add KerbalChangelog changelog https://github.com/HebaruSan/Astrogator/releases/tag/v0.10.3 On 10/30/2021 at 11:57 PM, Frostiken said: Great mod, simple, easy, perfect. Only issue: the stock toolbar is for plebs. Glorious patrician master race needs Blizzy integration! From the README: Quote Known limitations Blizzy's toolbar is not and will not be supported. 0.23.5 was a long time ago. Edited January 31, 2022 by HebaruSan Quote Link to comment Share on other sites More sharing options...
Silvia Dragoness Posted January 31, 2022 Share Posted January 31, 2022 I like the functionality of this, but the panel keeps shifting to the left every few seconds, usually winding up partially off-screen. It might be a weird mod interaction, as I'm running a LOT of mods. I can test it without them, but haven't gotten around to it yet (been busy with other stuff). Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted January 31, 2022 Author Share Posted January 31, 2022 1 minute ago, Silvia Dragoness said: I like the functionality of this, but the panel keeps shifting to the left every few seconds, usually winding up partially off-screen. It might be a weird mod interaction, as I'm running a LOT of mods. I can test it without them, but haven't gotten around to it yet (been busy with other stuff). Presumably you've set the UI scale to something other than 100%: On 11/11/2019 at 11:36 PM, HebaruSan said: There will be some gradual "drift" at some scales if you open and close the window repeatedly due to the numbers not matching up precisely, but it should be an improvement over not being able to see it at all. Quote Link to comment Share on other sites More sharing options...
Silvia Dragoness Posted January 31, 2022 Share Posted January 31, 2022 (edited) 5 minutes ago, HebaruSan said: Presumably you've set the UI scale to something other than 100%: Ah, yeah, that's what I get for not doing proper research before reporting issues. My eyesight is just poor enough and my monitors are just far enough away that I need about 120% to comfortably read things. It's not from opening and closing it repeatedly though; I open it, move it where I want it, and within about 2 seconds it's jumped to the left at least once. Then it keeps doing it every second or two while it's open. Edited January 31, 2022 by Silvia Dragoness Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted January 31, 2022 Author Share Posted January 31, 2022 13 hours ago, Silvia Dragoness said: It's not from opening and closing it repeatedly though Sorry, that could have been explained more clearly; the window opens and closes itself sometimes (essentially whenever it needs to change the layout of the table, like adding or re-sorting rows), and those instances are just as susceptible to the issues with the UI scale setting. I apologize for the inconvenience. Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted January 31, 2022 Share Posted January 31, 2022 13 hours ago, HebaruSan said: 0.23.5 Yeah, no kidding... Quote Link to comment Share on other sites More sharing options...
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