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Change way how orbit estimations are displayed!


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So you did your maneuver, you have encounter with planet.

Time to check in conics mode 0 what is estimated peryapsis...

This doesnt look pretty. Numbers are constantly changing. Orbit line is shaking.

I understand that phycics engine just cant calculate such things acuratly on huge distance.

But instead this constantly changing numbers, there coudl be something like this:

p: ~400000 km

The closer we get, calculations are more acurate so we woudl see:

p: ~420000

And about orbit line... it woudl have to be thicker. And of course transparent, so we woudl be able to see if something is inside.

Edited by kiwiak
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So you did your maneuver, you have encounter with planet.

Time to check in conics mode 0 what is estimated peryapsis...

This doesnt look pretty. Numbers are constantly changing. Orbit line is shaking.

I understand that phycics engine just cant calculate such things acuratly on huge distance.

But instead this constantly changing numbers, there coudl be something like this:

p: ~400000 km

The closer we get, calculations are more acurate so we woudl see:

p: ~420000

And about orbit line... it woudl heve to be thicker. And of course transparent, so we woudl be able to see if something is inside.

Well. I dunno if it would be possible to eliminate the wobbly orbit line. At least not without a bit of fudging. As you've said, the game engine simply doesn't calculate numbers to that depth of accuracy.

However, it could be nice to get that wobble, take a series of measurements, calculate the minimum/maximum value and mean average value, and print something like "130,000km ±5%" or similar. Maybe have some kind of 10-sample (or so) buffer that gets the latest value pushed to it every tick, with the oldest value falling off the end.

Edited by technicalfool
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Well. I dunno if it would be possible to eliminate the wobbly orbit line. At least not without a bit of fudging. As you've said, the game engine simply doesn't calculate numbers to that depth of accuracy.

However, it could be nice to get that wobble, take a series of measurements, calculate the minimum/maximum value and mean average value, and print something like "130,000km ±5%" or similar. Maybe have some kind of 10-sample (or so) buffer that gets the latest value pushed to it every tick, with the oldest value falling off the end.

A classic boxcar average sounds perfect here. I think the "fudging" concept is what the OP had in mind, and I think this is a great idea. This could also be implemented for nearly circular orbits to get rid of the wobble because for people like me who run RemoteTech and need geo-stationary sattelites, that gets pretty annoying pretty quick.

Does anyone have any idea if this would be achievable through a mod? I'm looking to get my hands dirty with a mod (I'm a programmer by hobby and trade) and this would be a great one, but having not worked with any modding of KSP yet I'm not sure what's exposed to our use/manipulation and what isn't.

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