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Lagrange Proyect


LucalisIndustries

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Love the idea of this mod, but I've encountered a minor issue: in Career Mode, many contracts point to the Lagrange points since the game actually considers them to be planets (also "storyline" contracts, i.e., from Kerbin World-Firsts Record-Keeping Society), and even new strategies from the mod Strategia appear focused on the points. While orbital survey contracts are somewhat realistic (we actually do that IRL, like JWST or Euclid), things become a little weird when it is asked to land on a Lagrange point.:blink:

I guess future updates could consider a way to disable the L-points from contracts

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  • 2 weeks later...
On 6/28/2024 at 5:15 AM, ScareCrxw said:

Hey, I've been encountering an issue with the Duna L2 point where it seemingly 'disappears'. I can still see it on the map, target it, but whenever I'm close to it, it's sphere of influence just disappears and I'm ejected into the sun orbit. Haven't had that issue with any other point so far

huh, will check it asap

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On 7/2/2024 at 4:26 AM, Rjoande said:

Love the idea of this mod, but I've encountered a minor issue: in Career Mode, many contracts point to the Lagrange points since the game actually considers them to be planets (also "storyline" contracts, i.e., from Kerbin World-Firsts Record-Keeping Society), and even new strategies from the mod Strategia appear focused on the points. While orbital survey contracts are somewhat realistic (we actually do that IRL, like JWST or Euclid), things become a little weird when it is asked to land on a Lagrange point.:blink:

I guess future updates could consider a way to disable the L-points from contracts

I must advice, do not try to land on them or even get excesively near, the way they works (cos of how ksp works) makes them unstable, that said, I don't know how to disable the contracts for them, I'll check on that and try to do a patch.

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On 7/16/2024 at 11:20 AM, LucalisIndustries said:

I must advice, do not try to land on them or even get excesively near, the way they works (cos of how ksp works) makes them unstable, that said, I don't know how to disable the contracts for them, I'll check on that and try to do a patch.

You're doing Lagrange points as celestial bodies, right? It looks like the Contract system multiplies contract destination weight by a body's RecoveryValue. Try setting it to 0 for the Lagrange points. 

In the Properties node

Properties
{
	<various properties>
	ScienceValues
	{
		RecoveryValue = 0
	}
}

All fields you can set for a body's ScienceValues. (They default to 1 )

LandedDataValue 
SplashedDataValue
FlyingLowDataValue 
FlyingHighDataValue
InSpaceLowDataValue 
InSpaceHighDataValue
RecoveryValue

 

Not sure what you want to do with these, if anything.

flyingAltitudeThreshold 
spaceAltitudeThreshold 

CAVEAT: I don't know for a fact that this will stop contracts from showing up. I believe it will. They might show up anyway but immediately fail if accepted. (a lot of things depend on the destination weight, so deadline time, funds, science, it's reasonable to think that if a body has no value then the contract system shouldn't generate contracts for that body. If that assumption is wrong then you get the contracts anyway and they autofail/don't provide value)

Edited by Starwaster
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On 7/24/2024 at 12:39 PM, Starwaster said:

You're doing Lagrange points as celestial bodies, right?

It's the only way you can do them without principia.

On 7/24/2024 at 12:39 PM, Starwaster said:

Try setting it to 0 for the Lagrange points.

will do the try later, thanks for the idea!

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  • 1 month later...

Hey! I love the concept of this mod so much. I recently started using the ballisticfox update of the Beyond Home planet pack https://github.com/ballisticfox/BeyondHomePlanetMod. While I know what lagrange points are and how they work, I'm, admittedly, not familiar with how lagrange point calculations are made so I don't think I could figure out the Beyond Home system myself. Would you be willing to look into it? The core system has a binary star which might make things too complicated (or the fun kind of complicated) so you could likely just calculate it based on their Barycenter.

There's also the kcalbeloh planet addition pack which adds a black hole system which might be interesting to take a look at!

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  • 4 weeks later...
On 8/25/2024 at 5:48 PM, AmberAtelier said:

Hey! I love the concept of this mod so much. I recently started using the ballisticfox update of the Beyond Home planet pack https://github.com/ballisticfox/BeyondHomePlanetMod. While I know what lagrange points are and how they work, I'm, admittedly, not familiar with how lagrange point calculations are made so I don't think I could figure out the Beyond Home system myself. Would you be willing to look into it? The core system has a binary star which might make things too complicated (or the fun kind of complicated) so you could likely just calculate it based on their Barycenter.

There's also the kcalbeloh planet addition pack which adds a black hole system which might be interesting to take a look at!

I'll check on them, the main thing needed is the orbital periods... which is not exactly simple because most times they're not defined as a number, you need to manually calculate them unless they're on the .cfg of the planet, but as KSP does the calculation automatically with the orbital data, it's not something you ussually write

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On 9/22/2024 at 12:48 AM, LucalisIndustries said:

I'll check on them, the main thing needed is the orbital periods... which is not exactly simple because most times they're not defined as a number, you need to manually calculate them unless they're on the .cfg of the planet, but as KSP does the calculation automatically with the orbital data, it's not something you ussually write

You can install Planet Info Plus, which adds a configurable planet info menu that allows you to see their orbital periods.

Edited by Iapetus7342
for the love of me i cannot type
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  • 5 weeks later...

Damn Lagrange points without Principia? Gotta try, I'd love to use Principia but I got disheartened when I saw on the KSS2 github that Principia is not compatible so I only have Principia on my RSS game files. Now i Can Lagrange points in my stock system though I'll have to wait like 2 hours just have the game start up since I have at least 20 mods.

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On 11/2/2024 at 7:58 AM, heakhaek said:

Damn Lagrange points without Principia? Gotta try, I'd love to use Principia but I got disheartened when I saw on the KSS2 github that Principia is not compatible so I only have Principia on my RSS game files. Now i Can Lagrange points in my stock system though I'll have to wait like 2 hours just have the game start up since I have at least 20 mods.

Tell me if you found any problem please, hope you like it!

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  • 3 weeks later...

Hi! I'm loving this mod, above all how easy it was to reference it to create other lagrange points. So far, I created the Kerbin-Mun L4 and L5 point to aid in satellite constellation set up.

I have a few observations to make based on a few issues I had:

The game doesn't register properly bodies with spaces in their names in the save files.  So far this caused the orbit milestone of lagrange points  to trigger every time a new vessel is launched if you have an existing vessel in one of the point's orbit. To solve this I simply changed the spaces for a "-". So, K-M L1 became K-M-L1, and so on.

Also, I modified the configuration files for the lagrange points to include "removePQS = true", "removeBiomes = true" and "removeProgressTree = true". These are parameters for modifying a template in Kopernicus to prevent contracts targeting the lagrange points, such as retrieving science landed on their (non-existent) surface.

Edited by Cptnalface
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Currently attempting to create profile for RSS.

Simply copy-pasting Lunar data does not work. Had to change argument of periarpsis to make it in line with luna. 
Somehow results in a drift issue.

Dialing up orbital period to counteract drift issue results in... very interesting lunar orbits.

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3 hours ago, KopaZ said:

Currently attempting to create profile for RSS.

Simply copy-pasting Lunar data does not work. Had to change argument of periarpsis to make it in line with luna. 
Somehow results in a drift issue.

Dialing up orbital period to counteract drift issue results in... very interesting lunar orbits.

Found solution. You need to change mass on config to grav property.
Reduced grav parameter should allow you to land without issues. (though it would be fun landing on a moon with 5000m radius)
Need further research on precision; found out that after ~50yrs there is noticeable orbital decay. but for most gameplays, even with deviancy, it should not be gamebreaking. Precision issue is mainly due to calculating ratio of orbital period using orbital period shown on ksp side (only goes down to minutes and not seconds). if I can get it down to seconds that should stabilize orbit for more or less indefinitely (hundreds of years, probably, if not thousands).
Imgur link attached (has unnatural ASL gravity. has been toned down to ~0.02g)
 

@Kopernicus:NEEDS[RealSolarSystem]{
    Body
    {
        name = E-M L1
		finalizeOrbit = false
		cacheFile =  RSS-Configs/Cache/03-02_Earth-Moon_L1.bin
        Template
        {
            name = Mun
            removeAllPQSMods = true
        }



        Properties
        {
            description = Earth-Moon Lagrange point 1
            radius = 5000
			gravParameter = 4.9028000661637961e+6
			solarRotationPeriod = False
            sphereOfInfluence = 500000 //500Km
			tidallyLocked = true
			initialRotation = 0
        }
        Orbit
        {
            referenceBody = Earth
            period = 2370964.7054999
			SemiMajorAxis = 3.2639E+8
			eccentricity = 0.05328149353682574
			inclination = 28.36267790798491
			meanAnomalyAtEpochD = 222.7012350930954
			longitudeOfAscendingNode = 2.296616161126016
			argumentOfPeriapsis = 199.7640930160823
        }
    }
}

 

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@Kopernicus:NEEDS[RealSolarSystem]{
    Body
    {
        name = E-M L1
        finalizeOrbit = false
        cacheFile =  RSS-Configs/Cache/03-02_Earth-Moon_L1.bin
        Template
        {
            name = Mun
            removeAllPQSMods = true
        }

        Properties
        {
            description = Earth-Moon Lagrange point 1
            radius = 5000
            gravParameter = 1.9028000661637961e+7
            solarRotationPeriod = False
            sphereOfInfluence = 500000 //500Km
            tidallyLocked = true
            initialRotation = 0
        }
        Orbit
        {
            referenceBody = Earth
            period = 2370996.7053999
            semiMajorAxis = 3.2639E+8
            eccentricity = 0.05328149353682574
            inclination = 28.36267790798491
            meanAnomalyAtEpochD = 222.7012350930954
            longitudeOfAscendingNode = 2.296616161126016
            argumentOfPeriapsis = 199.7640930160823
        }
    }
}


 

@Kopernicus:NEEDS[RealSolarSystem]{
    Body
    {
        name = E-M L2
        finalizeOrbit = false
        cacheFile =  RSS-Configs/Cache/03-03_Earth-Moon_L2.bin
        Template
        {
            name = Mun
            removeAllPQSMods = true
        }

        Properties
        {
            description = Earth-Moon Lagrange point 2
            radius = 5000
            gravParameter = 1.9028000661637961e+7
            solarRotationPeriod = False
            sphereOfInfluence = 500000 //500Km
            tidallyLocked = true
            initialRotation = 0
        }
        Orbit
        {
            referenceBody = Earth
            period = 2370996.7053999
            semiMajorAxis = 4.489E+8
            eccentricity = 0.05328149353682574
            inclination = 28.36267790798491
            meanAnomalyAtEpochD = 222.7012350930954
            longitudeOfAscendingNode = 2.296616161126016
            argumentOfPeriapsis = 199.7640930160823
        }
    }
}



No visible decay/orbit shift after ~100 years. seems safeish to use for most normal gameplay unless people like to play into ~10000 years.

Moving onto other lagrange points now (mainly planetoids and not moons). This should be easier since orbital periods are much longer so inaccuracy stemming from low precision should be nullified

(Edit: changed lagrange name to from both being 1 to 1 and 2. sorry for whomever having to approve my posts)

Edited by KopaZ
(Edit: changed lagrange name to from both being 1 to 1 and 2. sorry for whomever having to approve my posts)
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YES this mod is perfect! 

Idea, maybe you could give the Lagrange points custom icons like how the Kcalbeloh System planet-pack does. That way it's easier to tell planets and the points apart on the map screen.

As for compatibility with other mods, I'd suggest doing OPM. I think  it is the most popular planet-pack, and as such you'd be appealing to a wider audience

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5 minutes ago, DareMightyThingsJPL said:

YES this mod is perfect! 

Idea, maybe you could give the Lagrange points custom icons like how the Kcalbeloh System planet-pack does. That way it's easier to tell planets and the points apart on the map screen.

As for compatibility with other mods, I'd suggest doing OPM. I think  it is the most popular planet-pack, and as such you'd be appealing to a wider audience

I'll focus on creating lagrange points for rest of the solar system and most likely do OPM (if LucalisIndustries isnt doing it already, that is)
I'll figure out if you can create custom icons, but some people already suggested it's cluttery and I actually ended up reducing transparency & icon of the points to blend in better (while being selectable)

LagrangeProject - RSS - KSP1 Mod Releases - Kerbal Space Program Forums
 

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On 11/29/2024 at 5:03 PM, Cptnalface said:

Hi! I'm loving this mod, above all how easy it was to reference it to create other lagrange points. So far, I created the Kerbin-Mun L4 and L5 point to aid in satellite constellation set up.

I have a few observations to make based on a few issues I had:

The game doesn't register properly bodies with spaces in their names in the save files.  So far this caused the orbit milestone of lagrange points  to trigger every time a new vessel is launched if you have an existing vessel in one of the point's orbit. To solve this I simply changed the spaces for a "-". So, K-M L1 became K-M-L1, and so on.

Also, I modified the configuration files for the lagrange points to include "removePQS = true", "removeBiomes = true" and "removeProgressTree = true". These are parameters for modifying a template in Kopernicus to prevent contracts targeting the lagrange points, such as retrieving science landed on their (non-existent) surface.

Hi! I'd love to add this to the main mod, would you be okay to share me the files? 

 

On 12/4/2024 at 2:08 AM, DareMightyThingsJPL said:

YES this mod is perfect! 

Idea, maybe you could give the Lagrange points custom icons like how the Kcalbeloh System planet-pack does. That way it's easier to tell planets and the points apart on the map screen.

As for compatibility with other mods, I'd suggest doing OPM. I think  it is the most popular planet-pack, and as such you'd be appealing to a wider audience

I'm not sure on how to add custom icons, I'd love to do it tho.

On 12/3/2024 at 12:55 AM, KopaZ said:

Currently attempting to create profile for RSS.

Simply copy-pasting Lunar data does not work. Had to change argument of periarpsis to make it in line with luna. 
Somehow results in a drift issue.

Dialing up orbital period to counteract drift issue results in... very interesting lunar orbits.

Feel free to do it! Lagrange Proyect is (I don't know in licensce but I won't ever claim) free and open source.

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On 12/10/2024 at 9:38 AM, LucalisIndustries said:

Hi! I'd love to add this to the main mod, would you be okay to share me the files? 

 

I'm not sure on how to add custom icons, I'd love to do it tho.

Feel free to do it! Lagrange Proyect is (I don't know in licensce but I won't ever claim) free and open source.

Yes, github link: dongk99/LagrangeProjectRSS: Adding Lagrange point to RSS (Real Solar System) Mod in KSP using patched conics logic.

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Little note to say: I'm loving the fact that there's lively discussion around this mod and how to make it *even beterrer* than it already is!  =:o}

(Some day - probably after I've upgraded my mostly-10-year-old-PC to  a mostly-5-year-old one (next summer, hopefully! [FINGERS CROSSED]_, and then started a clean KSP instance using RSS -  I might even get around to trying it out again! =:oo / =;o} )

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On 12/12/2024 at 9:19 PM, pbristow said:

Little note to say: I'm loving the fact that there's lively discussion around this mod and how to make it *even beterrer* than it already is!

I'm always open, collaboration is what makes a project good! Sadly, I can't really put it time by myself, and I don't know how to make it open so everyone can collaborate

Edited by LucalisIndustries
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On 12/17/2024 at 5:27 PM, LucalisIndustries said:

I'm always open, collaboration is what makes a project good! Sadly, I can't really put it time by myself, and I don't know how to make it open so everyone can collaborate

Put it up on GitHub. People who want to contribute will branch it, make changes, and then submit those changes as pull requests. You can then examine those requests and see if you want to merge them in. Or you can make specific people collaborators who can make direct edits.

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On 12/19/2024 at 3:05 PM, Starwaster said:

Put it up on GitHub. People who want to contribute will branch it, make changes, and then submit those changes as pull requests. You can then examine those requests and see if you want to merge them in. Or you can make specific people collaborators who can make direct edits.

Will look forward on how to!

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