Acemcbean Posted February 14, 2015 Share Posted February 14, 2015 I already have seen it is incompatible with RSS, but I would like to know HOW incompatible. Is it minor errors that throw you off by a few kilometers, or does it just absolutely break during its calculations. Link to comment Share on other sites More sharing options...
Youen Posted February 18, 2015 Author Share Posted February 18, 2015 I already have seen it is incompatible with RSS, but I would like to know HOW incompatible. Is it minor errors that throw you off by a few kilometers, or does it just absolutely break during its calculations.I don't know, it's another player that reported it doesn't work, but if I remember correctly he didn't give more details. Best way to know is to try. Link to comment Share on other sites More sharing options...
jab136 Posted February 23, 2015 Share Posted February 23, 2015 This mod is not giving me anywhere near the correct calculation for my impact location my current rocket is re-entering from minmus with an initial pe of about 40 km and I don't actually leave the atmo, but this mod is saying that I will. I am using DRE and FAR. Link to comment Share on other sites More sharing options...
RobotsAndSpaceships Posted February 25, 2015 Share Posted February 25, 2015 What exactly were the problems it was having in RSS? Link to comment Share on other sites More sharing options...
Youen Posted February 27, 2015 Author Share Posted February 27, 2015 This mod is not giving me anywhere near the correct calculation for my impact location my current rocket is re-entering from minmus with an initial pe of about 40 km and I don't actually leave the atmo, but this mod is saying that I will. I am using DRE and FAR.Did you set the entry profile accordingly to what you actually do? By default, the mod assumes you'll enter prograde, but if you enter retrograde (for example with a pod), you'll have to tell so to the mod in the UI window (button "retro"). Then you'll have to actually point the ship as planned during the whole atmospheric trip (relatively to surface, not orbit).Also, the mod does not account for weight loss due to DRE ablative shields, so if it's a big part of your ship mass, results will be inaccurate. Link to comment Share on other sites More sharing options...
ATG Posted March 1, 2015 Share Posted March 1, 2015 Just want to say thank you for this mod. Its one of my essentials mods to play with. Hope to see this mod supported in future versions. Link to comment Share on other sites More sharing options...
jab136 Posted March 3, 2015 Share Posted March 3, 2015 I will try that next time I re-enter, there is no mass loss due to ablative shields as I am simply entering at an extremely shallow trajectory with my engine first, so yes retrograde. Link to comment Share on other sites More sharing options...
Blipman17 Posted March 3, 2015 Share Posted March 3, 2015 What about doing the calculation on a separate Thread? It would release the load of calculating trajectories of the game. Link to comment Share on other sites More sharing options...
Mykill Metal Posted March 8, 2015 Share Posted March 8, 2015 Does this work with StockDragFix? I seem to be getting the wrong readings... Link to comment Share on other sites More sharing options...
Thorbane Posted March 12, 2015 Share Posted March 12, 2015 This mod is great! I managed to land on the runway like this After this re-entry Link to comment Share on other sites More sharing options...
jab136 Posted March 13, 2015 Share Posted March 13, 2015 I will try that next time I re-enter, there is no mass loss due to ablative shields as I am simply entering at an extremely shallow trajectory with my engine first, so yes retrograde.didn't work, still quite a bit off Link to comment Share on other sites More sharing options...
Alshain Posted April 10, 2015 Share Posted April 10, 2015 I just had a really impressive but strange occurrence with Trajectories. I set up for an aerocapture around Duna, but it didn't work, even though trajectories said it would. So I reloaded and tried again, nope, still didn't capture. I couldn't figure out what it thought was happening but I definitely wasn't capturing before leaving the atmosphere. Finally it dawned on me...So, what was happening is that I just happened to be lined up so perfectly that with the proper aerobrake, I would have left Duna's SOI, hit my apoapsis around the sun, and come back down into Duna's SOI a second time, right into the planets atmosphere and then captured. It was calculating a second aerobrake only after leaving and re-entering the planets SOI. I don't know if this can be fixed, but I can't imagine anyone planning their trajectory beyond the planets current SOI. Maybe you could have the mod stop calculating there. Link to comment Share on other sites More sharing options...
RoverDude Posted April 10, 2015 Share Posted April 10, 2015 Just popping in to say that this is some awesome stuff Link to comment Share on other sites More sharing options...
Superfluous J Posted April 10, 2015 Share Posted April 10, 2015 I just had a really impressive but strange occurrence with Trajectories. I set up for an aerocapture around Duna, but it didn't work, even though trajectories said it would. So I reloaded and tried again, nope, still didn't capture.I've had this happen twice or three times, on video. It happened going to both Eve and Duna. Your proposed explanation doesn't seem likely considering how unlikely it is to hit a SOI twice in 2 orbits like that. Link to comment Share on other sites More sharing options...
Thorbane Posted April 11, 2015 Share Posted April 11, 2015 I've had this happen twice or three times, on video. It happened going to both Eve and Duna. Your proposed explanation doesn't seem likely considering how unlikely it is to hit a SOI twice in 2 orbits like that.It sounds like a bug I've seen where the SoI change isn't displayed correctly. Link to comment Share on other sites More sharing options...
Thorbane Posted April 13, 2015 Share Posted April 13, 2015 (edited) Could you make the set target Latitude/Longitude easier to enter? It seems that all other mods that use Lat/Long use the DDD MM SS + compass direction format.Also I've had issues with the landing site and target markers getting hidden under the surface of Duna. Edited April 14, 2015 by Thorbane Link to comment Share on other sites More sharing options...
iamahippy Posted April 27, 2015 Share Posted April 27, 2015 is this coming out for 1.0? Link to comment Share on other sites More sharing options...
Beetlecat Posted April 27, 2015 Share Posted April 27, 2015 is this coming out for 1.0?Maybe? Seriously though, I'm sure it's a matter of days for most mods. I'm sure most authors are *well* aware that 1.0 is now out and they should check on their creations. Link to comment Share on other sites More sharing options...
Vorg Posted April 27, 2015 Share Posted April 27, 2015 With the aerobreaks, flaps and other new stuff in the mix, All landing predictions will be largely out the window. Shutes are opened when you are already nearly vertical over the landing spot. But the new stuff can be deployed at any time with massive effects. A lot of changes likely will be needed to keep these mods helpful Link to comment Share on other sites More sharing options...
INSULINt Posted April 27, 2015 Share Posted April 27, 2015 Well, if this worked with NEAR/FAR this mod should still work similarly in stock after some tweaks to it. Link to comment Share on other sites More sharing options...
rdwulfe Posted April 28, 2015 Share Posted April 28, 2015 With the aerobreaks, flaps and other new stuff in the mix, All landing predictions will be largely out the window. Shutes are opened when you are already nearly vertical over the landing spot. But the new stuff can be deployed at any time with massive effects. A lot of changes likely will be needed to keep these mods helpfulBut.. that doesn't matter. See, you use the trajectories program to tell you where you'll land, showing probability without those things deployed. If you're using all kinds of aerobrakes and other things, you're probably not trying to hit a specific spot, or aerobrake in the traditional way... (considering you'd burn those parts off) Link to comment Share on other sites More sharing options...
futrtrubl Posted April 28, 2015 Share Posted April 28, 2015 With the aerobreaks, flaps and other new stuff in the mix, All landing predictions will be largely out the window. Shutes are opened when you are already nearly vertical over the landing spot. But the new stuff can be deployed at any time with massive effects. A lot of changes likely will be needed to keep these mods helpfulThe same with flaps and spoilers previously in FAR and NEAR and trajectories worked with them. Link to comment Share on other sites More sharing options...
DuoDex Posted April 28, 2015 Share Posted April 28, 2015 I have to put in my plea for a 1.0 version of this mod.It was breaking me of my MechJeb habit, and then 1.0 came out.Please, please update this if you get the chance. Link to comment Share on other sites More sharing options...
Cairan Posted April 28, 2015 Share Posted April 28, 2015 I second what DuoDex said! Link to comment Share on other sites More sharing options...
Helmut Posted April 28, 2015 Share Posted April 28, 2015 Yes, we need this mod. Link to comment Share on other sites More sharing options...
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