StahnAileron Posted November 28, 2018 Share Posted November 28, 2018 On 11/26/2018 at 6:33 PM, sjbuggs said: The predictions take into account rotation of the planetary body, which definitely does help on airless worlds. Particularly say if you have a base and want to land there. Ah, right. I forgot about that fact. Been taking that for granted as a given since it's part of the reason you would want to use Trajectories. On 11/25/2018 at 6:19 AM, MoridinUK said: AoA Angle of attitude ok... I try to come in bottom first, so facing retrograde as that's where the heat shield is! I do find the inability to plan landings really irritating! lol Trajectories is awesome though, but even when set to retrograde I don't impact in the right place, it's like it ignores the braking from the atmosphere which it's supposed not to do.. So I burn for re-entry, point retrograde as I tell Trajectories I will and then watch the impact crosshair move as I tear through the atmosphere... I'm not sure what I'm missing... It's actually Angle of Attack. (Attack is relative to prograde. Attitude would be relative to horizon.) If you're using this in a later version of KSP than the version it was built/tested against officially, something may have broke despite it still "working" superficially. If I recall, the orbit line system in KSP got revamped in 1.4.x while Trajectories is technically only 1.3.x compatible. (Assuming the thread title is accurate.) You can always take a look at the log file to see if Trajectories/KSP is complaining about anything. I usually deal with SSTO spaceplane designs, so I just need to be "close enough" with the prediction and I'm usually Prograde anyway (AoA notwithstanding). The last time I seriously tried anything with KSP was back in 1.2.x apparently. (I dabbled a little with 1.3, but got sick of having to wait on and update mods.) I haven't touched Trajectories with 1.5.x yet due to how out of date it is. (Side-note: SQUAD's idea of quarterly updates is, IMHO, a terrible idea. Though KSP development, in general, has been a cluster*bleep*. But I'll shut up now.) Quote Link to comment Share on other sites More sharing options...
PiezPiedPy Posted November 28, 2018 Share Posted November 28, 2018 The forum thread title is out of date as @Kobymaru has not updated it since he has been awol, personally I don't have privileges to be able to update the title. Trajectories latest release is working fine on 1.5.x I might start a new thread tbh. Quote Link to comment Share on other sites More sharing options...
jlcarneiro Posted November 29, 2018 Share Posted November 29, 2018 Thanks for the info! What's the "latest release", the one in Spacedock (OP)? Quote Link to comment Share on other sites More sharing options...
PiezPiedPy Posted November 29, 2018 Share Posted November 29, 2018 @jlcarneiro Yep, Spacedock and GitHub have the latest releases. Quote Link to comment Share on other sites More sharing options...
avalancha Posted November 29, 2018 Share Posted November 29, 2018 (edited) Yes thanks for the info! I guess if the release has the right version number and is indexed by ckan most people won't care too much about the thread title, right? Edited November 29, 2018 by avalancha Quote Link to comment Share on other sites More sharing options...
jlcarneiro Posted November 30, 2018 Share Posted November 30, 2018 22 hours ago, PiezPiedPy said: @jlcarneiro Yep, Spacedock and GitHub have the latest releases. Thank you very much! Quote Link to comment Share on other sites More sharing options...
Luovahulluus Posted December 4, 2018 Share Posted December 4, 2018 How often does Trajectories update the predicted impact position? (I'm doing a kOS script and when my rover has a lot of horizontal speed, the impact position seems to move along with the rover and then jump back.) Quote Link to comment Share on other sites More sharing options...
mrvice Posted December 5, 2018 Share Posted December 5, 2018 1.5 pls Quote Link to comment Share on other sites More sharing options...
razark Posted December 5, 2018 Share Posted December 5, 2018 8 minutes ago, mrvice said: 1.5 pls Please explain in detail what problems you're having when using this with 1.5, so that we can help you. Quote Link to comment Share on other sites More sharing options...
mrvice Posted December 5, 2018 Share Posted December 5, 2018 (edited) 2 hours ago, razark said: Please explain in detail what problems you're having when using this with 1.5, so that we can help you. it´s not stated as already compatible by the dev...... thats why i asked for a 1.5x update ok tryed it out works on 1.5.1 ------ Edited December 5, 2018 by mrvice Quote Link to comment Share on other sites More sharing options...
mrvice Posted December 5, 2018 Share Posted December 5, 2018 (edited) Would be nice if we had the option to type in numbers instead of sliders. (found it very hard to get the number´s in i needed) nice mod btw Edited December 5, 2018 by mrvice Quote Link to comment Share on other sites More sharing options...
PiezPiedPy Posted December 5, 2018 Share Posted December 5, 2018 5 hours ago, mrvice said: it´s not stated as already compatible by the dev...... thats why i asked for a 1.5x update ok tryed it out works on 1.5.1 ------ I've stated multiple times in this thread that Trajectories is compatible with 1.5 Quote Link to comment Share on other sites More sharing options...
Waseemq1235 Posted December 21, 2018 Share Posted December 21, 2018 kOS seems to be having problems with trajectories. It says that trajectories addon is unavailable while it is installed and functioning. Is anyone else having this problem? And does anyone have a solution? (Also addons:tr:available doesn't return anything, could it be because I'm running on 1.5?) Quote Link to comment Share on other sites More sharing options...
PiezPiedPy Posted December 21, 2018 Share Posted December 21, 2018 @Waseemq1235 You need this dev build of kOS https://www.dropbox.com/s/ykvqsqlgc8714h3/kOS_develop.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
Luovahulluus Posted December 21, 2018 Share Posted December 21, 2018 Trajectories Version 1.7 works also. Quote Link to comment Share on other sites More sharing options...
Guest Posted December 24, 2018 Share Posted December 24, 2018 For anyone curious, this appears to be functioning in 1.6. Quote Link to comment Share on other sites More sharing options...
Eugene Moreau Posted December 24, 2018 Share Posted December 24, 2018 CKAN still shows the most recent version as 2.2.0. Any idea when it might be updated? Quote Link to comment Share on other sites More sharing options...
BlackHat Posted December 24, 2018 Share Posted December 24, 2018 48 minutes ago, Eugene Moreau said: CKAN still shows the most recent version as 2.2.0. Any idea when it might be updated? Your right, its been that way for months, Probably something that needs to be mentioned in the CKAN thread so they can see why its not recognizing the update on SpaceDock. Quote Link to comment Share on other sites More sharing options...
Kobymaru Posted January 4, 2019 Author Share Posted January 4, 2019 On 12/24/2018 at 11:43 PM, BlackHat said: Your right, its been that way for months, Probably something that needs to be mentioned in the CKAN thread so they can see why its not recognizing the update on SpaceDock. I think we might have made a mistake with the "backport" releases: we prepended the KSP version to the Trajectories version, and the CKAN robots might have gotten confused. I'll try to sort it out in the next release. Quote Link to comment Share on other sites More sharing options...
Anders Kerman Posted January 5, 2019 Share Posted January 5, 2019 So Ive always wondered if trajectories could show me the reentry trajectory of my cm after the sm is jettisoned like you input the stage. Well just read that its not feasible, however I'm left wondering if it would be possible to load in a craft file of the cm as it would be on atmospheric reentry. How exactly does trajectories know the dynamics of your vessel though, it sounds like something you could load by, quicksaving, jettisoning sm, copying the data that trajectories uses, hitting F9 and pasting into an input field. Quote Link to comment Share on other sites More sharing options...
Kobymaru Posted January 5, 2019 Author Share Posted January 5, 2019 13 minutes ago, Anders Kerman said: How exactly does trajectories know the dynamics of your vessel though, it sounds like something you could load by, quicksaving, jettisoning sm, copying the data that trajectories uses, hitting F9 and pasting into an input field. The force calculation takes into account the temperature/density of the atmosphere, velocity, drag and lift on every part of the ship, every 2 seconds. The value for the drag depends on which other parts are attached, and the value for all of these depends on the position of the ship. The position of the ship depends on the values in the previous steps, and the values depends on the position in the previous steps, ... There is no single value you can paste. Quote Link to comment Share on other sites More sharing options...
Anders Kerman Posted January 5, 2019 Share Posted January 5, 2019 6 minutes ago, Kobymaru said: The force calculation takes into account the temperature/density of the atmosphere, velocity, drag and lift on every part of the ship, every 2 seconds. The value for the drag depends on which other parts are attached, and the value for all of these depends on the position of the ship. The position of the ship depends on the values in the previous steps, and the values depends on the position in the previous steps, ... There is no single value you can paste. What I meant was the following: Say I have an Apollo craft and I want to see where it will land after deorbit and sm jettison. So I quicksave, deorbit, jettison sm, copy the detailes of the ship (simmilar to copying maneuver nodes where you copy a block of text containing the information only that it contains the craft file or whatever), hit F9, paste the data and instead of using the current vessel data (with sm attached), trajectories would use the copied data. In short you tell trajectories that you're using a different craft, which is your craft in the future. Quote Link to comment Share on other sites More sharing options...
Kobymaru Posted January 5, 2019 Author Share Posted January 5, 2019 30 minutes ago, Anders Kerman said: Say I have an Apollo craft and I want to see where it will land after deorbit and sm jettison. So I quicksave, deorbit, jettison sm, copy the detailes of the ship No. Quote Link to comment Share on other sites More sharing options...
Anders Kerman Posted January 5, 2019 Share Posted January 5, 2019 19 minutes ago, Kobymaru said: No. Quote Link to comment Share on other sites More sharing options...
BlackHat Posted January 6, 2019 Share Posted January 6, 2019 There used to be a mod, that would let you for example Launch a vessel into orbit. Jettisoning the first stage just before you reached orbit, continue your main craft into orbit, then the mod would save at that point and take you back in time to before the first stage was destroyed, and allow you to control it (IF you have a probe core) or watch it (if you did not) to landing or destruction, Then switch back to your save, keeping the status of the first stage (destroyed or landed) in your current save. So you could do a Space-X type launch and land the boosters on the ground. I have no idea what it was called, and suspect it was from back in KSP .90 (maybe as late as 1.0) Someone else may recognize the mod and be able to name it. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.