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Post by Enderminion on Mar 7, 2017 21:59:47 GMT
Hicks KSP has some mods that make planing burns and calculating courses much easier, like mechjeb or other mods (i think)
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Post by Hicks on Mar 8, 2017 0:32:12 GMT
SO MechJeb will execute burns that you set up, as long as you are watching that one vessel during every burn, and Kerbal Alarm Clock will notify you when you need to drop everything you're doing and focustomer on one vessel so you can watch it burn, and Protractor will calculate/show the phase angle of the KSP planets, and Kerbal Engineer tells us how much dV, Thurst to Mass ratio, and how much each stage masses...
And CoaDE does all that out of the box, with the exception of planetary phase angles. Every one of KSP's navigational mods except ONE is a base feature of the game, and you get N-body physics, and you can set the frame of reference to your target, fleet, or any named point so you can set your engagement up exactly as you want. Hell, it even displays closest approach and closing velocity.
CoaDE's navigational suite is very robust, and exceeds KSP's. What more functionality would you add?
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Post by The Astronomer on Mar 8, 2017 1:34:32 GMT
SO MechJeb will execute burns that you set up, as long as you are watching that one vessel during every burn, and Kerbal Alarm Clock will notify you when you need to drop everything you're doing and focustomer on one vessel so you can watch it burn, and Protractor will calculate/show the phase angle of the KSP planets, and Kerbal Engineer tells us how much dV, Thurst to Mass ratio, and how much each stage masses... And CoaDE does all that out of the box, with the exception of planetary phase angles. Every one of KSP's navigational mods except ONE is a base feature of the game, and you get N-body physics, and you can set the frame of reference to your target, fleet, or any named point so you can set your engagement up exactly as you want. Hell, it even displays closest approach and closing velocity. CoaDE's navigational suite is very robust, and exceeds KSP's. What more functionality would you add? We need them to tell everything required for the nterplanetary travel, and that phase, too.
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Post by RiftandRend on Mar 8, 2017 2:09:39 GMT
SO MechJeb will execute burns that you set up, as long as you are watching that one vessel during every burn, and Kerbal Alarm Clock will notify you when you need to drop everything you're doing and focustomer on one vessel so you can watch it burn, and Protractor will calculate/show the phase angle of the KSP planets, and Kerbal Engineer tells us how much dV, Thurst to Mass ratio, and how much each stage masses... And CoaDE does all that out of the box, with the exception of planetary phase angles. Every one of KSP's navigational mods except ONE is a base feature of the game, and you get N-body physics, and you can set the frame of reference to your target, fleet, or any named point so you can set your engagement up exactly as you want. Hell, it even displays closest approach and closing velocity. CoaDE's navigational suite is very robust, and exceeds KSP's. What more functionality would you add? With MechJeb you can have it automatically setup burns for you. This would be a nice feature for CoaDE. For example, instead of fiddling with orbits for 30 seconds every time you send out a drone wave you could just have the game calculate a trajectory optimized for either efficiency or speed.
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Post by The Astronomer on Mar 8, 2017 2:16:08 GMT
SO MechJeb will execute burns that you set up, as long as you are watching that one vessel during every burn, and Kerbal Alarm Clock will notify you when you need to drop everything you're doing and focustomer on one vessel so you can watch it burn, and Protractor will calculate/show the phase angle of the KSP planets, and Kerbal Engineer tells us how much dV, Thurst to Mass ratio, and how much each stage masses... And CoaDE does all that out of the box, with the exception of planetary phase angles. Every one of KSP's navigational mods except ONE is a base feature of the game, and you get N-body physics, and you can set the frame of reference to your target, fleet, or any named point so you can set your engagement up exactly as you want. Hell, it even displays closest approach and closing velocity. CoaDE's navigational suite is very robust, and exceeds KSP's. What more functionality would you add? With MechJeb you can have it automatically setup burns for you. This would be a nice feature for CoaDE. For example, instead of fiddling with orbits for 30 seconds every time you send out a drone wave you could just have the game calculate a trajectory optimized for either efficiency or speed. AKA How to ruin the fun of the drone management. Managing drones are far more complex than traveling to the next planet, you see. Unless targeting system is developed.
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Post by Enderminion on Mar 8, 2017 3:33:05 GMT
even managing three or so in near enough real time is hard
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Post by The Astronomer on Mar 8, 2017 3:35:44 GMT
even managing three or so in near enough real time is hard Luckily, the game time runs turn-based.
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Post by RiftandRend on Mar 8, 2017 5:27:33 GMT
even managing three or so in near enough real time is hard Luckily, the game time runs turn-based. It's still quite a pain to do. Im not saying remove manual control, just to add the automated option. Its incredibly frustrating when after a minute or 2 of setting up the perfect intercepts the drones I was testing turn out to have an error that needs fixing. Its also annoying when the AI fleets preform perfect doge burns instantly that are annoying to correct for. The fact that the game is turn based is no excuse for this.
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Post by dajuice on Mar 8, 2017 11:45:18 GMT
And CoaDE does all that out of the box, with the exception of planetary phase angles. Every one of KSP's navigational mods except ONE is a base feature of the game, and you get N-body physics, and you can set the frame of reference to your target, fleet, or any named point so you can set your engagement up exactly as you want. Hell, it even displays closest approach and closing velocity. CoaDE's navigational suite is very robust, and exceeds KSP's. What more functionality would you add? I would add the data. Speeds, heights, distances, time, position. Apoapsis/periapsis and nodes. For spacecraft and celestial objects. And the sandbox functionality to set spacecraft on defined orbits. Coade concentrates on the tactical side of space combat, but the operational side needs to be fleshed out more imo. Better navigation tools and simulating the travel of ships through the solar system help the decision whether a design is viable or not. For instance, I want to create some house rules where reactors don't all always run so hot that every material is one degree Kelvin below melting temperature, they don't use weapons grade uranium, and I don't want to use throw-away tankers. A little bit more plausible assumptions on usable technology. Now this would restrict the performance of ships and weapons to a significant degree. I want to know whether and how they make it to the battlefield, and then I want to plan my burns more accurately. To get a feel for the performance of my creations in comparison to real life. Or maybe I want to simulate real equipment. It also helps with imagining how battlefields could look like. If the target is a station deep in the gravity well of Uranus, how the heck did they build it there? What does it take to put the materials in place? And how do I get the products of that installation out to Titan? Things like this. Coade is a great engine to answer all kinds of questions as regards the exploration and exploitation of the solar system in general, in staggering detail.
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