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Post by geraldmonroe on Oct 1, 2016 8:56:43 GMT
Whenever I set a target I want to intercept as my reference frame, I get some crazy spiral. I don't know what I'm even seeing, it doesn't make physical sense. I've been able to solve missions by leaving the main body the ship or missile is orbiting as the reference and doing it KSP style, I just don't know how to use this tool. I'm sure it's obvious, I just need to see someone using this information in action to know how to use the spiral to decide on a set of burns.
Also, is adjusting courses laggy for anyone else? It's as if the game engine does not have rendering split from simulation, so when it's recalculating the N-body course when you've used a handle to adjust vector, it gets extremely choppy. This is really bad if that's how it works, what should happen is the rendering code should run independently and the GUI for things like the handle and the resulting velocity vector should be independent. That way you would be able to smoothly use the GUI instead of it getting choppy whenever you adjust a vector.
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Post by wazzledazzle on Oct 1, 2016 12:06:41 GMT
Frame of reference just means "make this object the center of the world". So let's say you want to intercept an object that's orbiting a moon, you have to not only intersect the target's orbit, but also intersect at the right time to get an intercept. While if you choose that object as the frame of reference, you only have to make your trajectory cross the center of the screen.
Of course, if you set a ship or moon that is also moving as the frame of reference, things can look confusing very quickly.
Usually, I only use it as a second step for very long range intercepts. So use the planet-centered frame to do a rough intercept, then use the target-centered frame to arrive at the right time. Not sure if this is clear enough.
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Post by harlikwin on Oct 2, 2016 22:10:56 GMT
What he said ... Basically I use it when plotting intercepts with missiles and transfers. Basically you only care about lines that "hit" the target. For missiles/drones basically start with the radial slider to chuck them at your enemy and fine tune with tangential slider. For intercepts you typically have to use both with a bit of fine tuning. Basically you use it to take "time" out of the equation (its still there as weird squigly lines, but you only care about the intercept point)
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Post by cardshark on Oct 2, 2016 23:00:56 GMT
www.youtube.com/watch?v=20ghskD_8CgThis will help you understand how to use your target as frame of reference to plot your intercept. It then can be adjusted to impart yourself with as much velocity as you wish.
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