Going into detail about the solution; the way the system iterates is it iterates through 200 positions for the starting time (going from zero to the synodic period), and 200 positions for the transit time, from 0.05 to 1.95 of the estimated transfer time. Robert Braeunig's excellent Rocket and Space Technology which provided most of the math powering these calculations.
The new orbital parameters (relative to the ecliptic), the longitude of the ascending node and inclination, are then calculated. Shadows are handled separately than lighting, by a camera system. It then constantly accelerates, and then decelerates along the main transfer vector. All surface textures are hidden upon rendering to save on computational power. It also does not display the surfaces of planets unnecessarily, and does not display moons until the parent planet is centered. Interplanetary trajectories. a direct atmospheric capture, or adjust it otherwise to your liking.I hope you have found this guide and calculator to be useful!KSP, Kerbal Space Program and all the planet/moon names are property of Squad.
To create shadows correctly, a spotlight is placed at a position along a straight line from the planet to the sun, at 0.9 times the distance. Once you have achieved an intercept trajectory, minimal pro- or retrograde burns (sometimes made with RCS translation, The ship decelerates to burn off any velocity in the incorrect direction, and then moves along the transfer line, with a starting velocity determined by what remains of the planet’s velocity. These expressions are then combined to calculate the maximum velocity, the total time aboard ship, and the total time at Earth. Olex's beautiful Interactive illustrated interplanetary guide and calculator which inspired me to create this tool as a web page. in order to not overdo them) can allow you to adjust the periapsis at your destination. By placing another group around that, and aligning it to the direction of travel, the ship can point in the correct direction.The program already has a long loading sequence, but loading all the textures on startup (especially with a slow internet) would hake it a lot longer. If you have your maximum conics set to 3 or
There are toggles to enable the smaller bodies and satellites, as they are not in the program by default to prevent excessive clutter.Axial tilts complicate the calculations for moons, as the orbital parameters are measured from the planet’s equator, not the plane of the ecliptic like the rest of the program. It finds the initial planet’s position at the start, and the final planet’s position at the end of the transfer, and their respective velocity vectors. The correct p-value must be selected or the actual transfer time and the used transfer time differ, and this makes all subsequent calculations invalid. For ideas of what to search for, view the example queries page.A user guide is also available explaining search constraints, the methodology behind trajectory computations and the important limitations of the tool.. The system automatically renders all planetary textures as spheres the same colour as the orbital track (this is what you see in the Low Res version). Interactive illustrated interplanetary guide and calculator for KSP by olex, based on Kosmo-not's interplanetary how-to guide. This solution takes in two position vectors (of the planets) and the transit time between planets, and returns two velocity vectors of the ship at each planet position. The right ascension and declination of the stars are used to show the ship travelling off in the correct direction, calculated through the same axial tilt method as above.The ship actually compresses as described by Lorentzian length contraction, with the Lorentz factor being calculated from the velocity equation above. The propagation delay is the minimum time (excluding relays and signal processing time) a signal takes to travel between planets, as it is limited through the speed of light and relativity.The system does this for all planets 100 times per second, and also moves the moons, moon orbital tracks and cameras relative to the parent planets at the same time so that the system moves everything smoothly without leaving anything behind.
A few guides published on the forums have a lot of maths and stuff, you may think this is too complicated to figure out. Please select different bodies for origin and destination. A similar process happens for objects with models such as comets and small asteroids. This won't make any sense otherwise.Only transfers between bodies orbiting the same parent can be calculated.
A successful transfer from the Mun to Minmus, equivalent to an interplanetary transfer from Kerbin to another planet. Built using WordPress and gine and attendant functions are about a thousand lines in total, excluding generalised vector manipulation and conversion functions. All these calculations are done on startup, and they are then stored for use for the rest of the program. And of course Kerbal Space Program for motivating me to finally learn orbital mechanics.