micha Posted September 8, 2014 Share Posted September 8, 2014 Let me know how it goesLooking good If there's still a performance hit it's negligible now (at least on my system).Thanks for this mod! I know it's a copy of a web-app, but it's nice to have it in-game.. Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted September 9, 2014 Share Posted September 9, 2014 I can report no performance issues here on my old Core 2 Duo. Only slows when it's crunching a plot, as expected. Quote Link to comment Share on other sites More sharing options...
FuzzyLlama Posted September 9, 2014 Share Posted September 9, 2014 You fixed it! Very well done. Very nice indeed. Quote Link to comment Share on other sites More sharing options...
problemecium Posted September 9, 2014 Share Posted September 9, 2014 I forgot to mention this before, but it'd also be pretty sweet if there were a button to turn the ejection parameters into a maneuver node (for ships that are already in orbit of course), and perhaps cooperate with KAC (if it happens to be installed) to create an alarm for the departure time. Quote Link to comment Share on other sites More sharing options...
Dacker Posted September 9, 2014 Share Posted September 9, 2014 This is a really great idea. Thanks a lot for this. Like someone else said - less switching between game and browser is a good thing! Quote Link to comment Share on other sites More sharing options...
Eleven Posted September 10, 2014 Share Posted September 10, 2014 Soon as I figure out how to use this, look out! Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted September 10, 2014 Author Share Posted September 10, 2014 Soon as I figure out how to use this, look out!yeah, I'm trying to knock up a web page(s) for this at the mo, and it really does need a tutorial page - which could include links to a number of already written tutorials on transfers too. Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted September 10, 2014 Share Posted September 10, 2014 TriggerAu: Ignore the bug report if you saw it. I'm stupid. Everybody else, watch out when you paste the raw time into KAC, you gotta put it on "date" first instead of "time interval" [defunct site link removed by moderator] (oops) Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted September 10, 2014 Author Share Posted September 10, 2014 5thHorseman said: TriggerAu: Ignore the bug report if you saw it. I'm stupid. Everybody else, watch out when you paste the raw time into KAC, you gotta put it on "date" first instead of "time interval" Not stupid at all, did it myself a few times Quote Link to comment Share on other sites More sharing options...
The Pink Ranger Posted September 12, 2014 Share Posted September 12, 2014 So THIS is where my performance issues were coming from. Thanks for the update! Quote Link to comment Share on other sites More sharing options...
BinaryBad Posted September 12, 2014 Share Posted September 12, 2014 I like the idea of this. Giving you the information, but still leaving you room to apply it in different ways. Will give it a go. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted September 12, 2014 Author Share Posted September 12, 2014 New and shiny documentation is now available here - http://triggerau.github.io/TransferWindowPlanner/Now I just need to polish that and make a tutorial - or reuse someone elses with new screenshots if anyone knows of a good one? Quote Link to comment Share on other sites More sharing options...
DuoDex Posted September 13, 2014 Share Posted September 13, 2014 Highly useful mod! However, my node creating skills are limited. Can you please, please, please add the ability to turn the information generated into a maneuver node? Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted September 13, 2014 Share Posted September 13, 2014 Highly useful mod! However, my node creating skills are limited. Can you please, please, please add the ability to turn the information generated into a maneuver node?I have personally found that the only useful piece of information in those plots, after I've decided on which place on the plot I want to use, is the time.Just fast forward to that time and then plop down a maneuver node about where you should eject, and pull it forward. When you get about to the orbit of your target planet (set it as a target!) you'll get encounter markers that should be really close to each other. Or you'll just get an encounter. Fiddle with the node, making little prograde/retrograde changes and dragging it back and forth a little in its orbit, and you should eventually nail a decent encounter. All you need is to be close, and then midway there (at the AN/DN is a nice time to do it) do a correction to get REAL close. Quote Link to comment Share on other sites More sharing options...
Aedile Posted September 13, 2014 Share Posted September 13, 2014 Highly useful mod! However, my node creating skills are limited. Can you please, please, please add the ability to turn the information generated into a maneuver node?Do you have precise node? You can use that.However there is a catch. The point where the node needs to be is approximate. It's much more important to get the position right than the time. Just copying the time and adding the node there is pretty useless. What I'd usually do is add a node with the correct burn, anywhere in the orbit, then move it back and forth and tweak it until the ejection angle/inclination somehow match. It is much easier the lower your orbital period is and the bigger the launch window is.You can get pretty different results, sometimes it's worth it to start from higher orbit, and miss the perfect timing, sometimes it's not. Quote Link to comment Share on other sites More sharing options...
Renegrade Posted September 14, 2014 Share Posted September 14, 2014 A very nice mod, TriggerAu! It's gotten a nice speed boost since going in-game too, and incredibly convenient. At this point, I have *all* of your mods installed. You make some very important, core tools. Thank you very much!Kudos! Quote Link to comment Share on other sites More sharing options...
Kolago Posted September 14, 2014 Share Posted September 14, 2014 (edited) I don't get it.I am like to go to Eve in RSS.My Orbit is:Apo 1.20005 MmPer 1.19947 MmInc 28.326°My Transfer is:Kerbin (@1200km) -> Eve (@1200km)Depart at: Year 1,Day 307, 00:00:00 UT: 26438400 Travel: 149 Days, 16:34:38 UT: 12933278Arrive at: Year 2,Day 91, 16:34:38 UT: 39371678Phase Angle: 36.32°Ejection Angle: 322.78°Ejection Inc.: -9.05°Ejection Dv: 4821 m/sPrograde Dv: 4445.7 m/sNormal Dv: -1864.8 m/sHeading: 112.76°Insertion Inc.: -15.10°Insertion Dv: 8641 m/sTotal Dv: 13462 m/sWhat do I have to do to get this into Precise Node?I have the Fields:UT: -> This is Depart UT, thats clear.Prograde: -> Here I put the Prograde Dv of 4445.7Normal: -> Here I put the Normal Dv of -1864.8Radial: -> 0 ????Now Precise Node puts out:Total Dv: 4820.97 -> good, thats pretty close to Ejection DvEjection angel: 71.5° from retrograde -> thats far away from 322.78°Eject. inclination: 2.87° south -> thats close but no cigar (-9.05°)Apoapsis: -36647.37 kmPeriapsis 1199.53 kmWhat do I have to do??? First change my orbit inclination to what? Ejection Inc.: -9.05°? Edited September 14, 2014 by Kolago Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted September 14, 2014 Author Share Posted September 14, 2014 Do you have precise node? You can use that.However there is a catch. The point where the node needs to be is approximate. It's much more important to get the position right than the time. Just copying the time and adding the node there is pretty useless. What I'd usually do is add a node with the correct burn, anywhere in the orbit, then move it back and forth and tweak it until the ejection angle/inclination somehow match. It is much easier the lower your orbital period is and the bigger the launch window is.You can get pretty different results, sometimes it's worth it to start from higher orbit, and miss the perfect timing, sometimes it's not.I do a similar thing - set my alarm for a couple of orbits before the "sweet spot", set a node for a little more than the ejection DV then move it around the orbit to the approximate ejection angle and then tweak it till it hits. Unless your vessel orbit is almost circular and equatorial all these tools do is give you best places to start (except for KSPTOT which does a lot of maths outside KSP to give you actual values)A very nice mod, TriggerAu! It's gotten a nice speed boost since going in-game too, and incredibly convenient. At this point, I have *all* of your mods installed. You make some very important, core tools. Thank you very much!Kudos!Glad you like it I don't get it.I am like to go to Eve in RSS.My Orbit is:Apo 1.20005 MmPer 1.19947 MmInc 28.326°.....What do I have to do???I think the issue here may be the Inclination of your initial orbit. The Lambert Solver in this and most KSP tools uses inclinations of 0 degrees, and you need to be close to that for the values to be exactly right. If I get the time and knowledge to get it to read the vessel orbit and give you exact values based on that then you could plug them in directly, but until then its unfortunately limited.For the values your seeing - Radial would be Heading I'm pretty sure. The ejection angle of 322.78° is prograde, which would be 38° Retrograde (30 degrees diff to the 72 you have there - not "really" close on that one, but I think its the inclination thats throwing it off) Quote Link to comment Share on other sites More sharing options...
Kolago Posted September 14, 2014 Share Posted September 14, 2014 (edited) Ok, changed my inclination to 0°. Fine tuned the UT to 26397671.423324 (was 26438400) and I have an encounter with an periapsis of 479.3 Mm.Ejection angle: 14.97° from retrogradeEjection inclination 3.31° northThanks!Is it possible to add a calculation of UT more precisely in a second step after choosing a UT from the transfer plot?And a calculation of best start inclination would be great if possible. Edited September 14, 2014 by Kolago Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted September 15, 2014 Share Posted September 15, 2014 Not sure how feasible it is, but it would be wonderful if this tool could optionally take the orbital parameters of the focused ship as the initial orbit.++ to being able to create a maneuver node with the tool, too. Still a fantastic mod even if those things aren't practical to implement. Quote Link to comment Share on other sites More sharing options...
dreadicon Posted September 15, 2014 Share Posted September 15, 2014 This mod is awesome! I'm a sucker for graphs and data visualization.Any chance of getting Raster Prop integration? And/Or maybe one-click node creation? Either way, it's an invaluable tool! Thanks a million for making it! Quote Link to comment Share on other sites More sharing options...
Hurry- Starfish! Posted September 16, 2014 Share Posted September 16, 2014 Another amazing utility mod <3 Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted September 16, 2014 Author Share Posted September 16, 2014 Good to see people liking data RasterProp sounds cool - I'll add it to the list, but no idea when I can get to it myselfI'd really like to be able to create nodes to help people out, but I will have to get some better maths skills to work it out. The best thing I've come across is to think of this tool - and all of them - as giving you a window of when efficient transfers occur, and some guidance on approx values for the ejection/injection, but I will do my best Quote Link to comment Share on other sites More sharing options...
Hattivat Posted September 16, 2014 Share Posted September 16, 2014 More data is always good.Also: yay, no more alt-tabbing! Quote Link to comment Share on other sites More sharing options...
jsimmons Posted September 17, 2014 Share Posted September 17, 2014 I tried it with a 10x scaled kerbal system and it works. Very well done. Quote Link to comment Share on other sites More sharing options...
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