![]() ![]() What's happened to the console ecosystem is a whole bunch of different things. Perhaps a Clohessy-Wiltshire-Hill equation solver for pinpoint accuracy rendez-vous too.Ĭonsole dev kits for major platforms never included game engines, and the primitives included with older console dev kits, if any, were often ignored because more custom versions were required to get the desired performance. I think the game should (at minimum) have a transfer window planner, a patched conics solver (with optimization), a pork chop plotter and a rocket burn planner for ascent and powered descent. Now I'd really want to have some proper mission planning utilities (similar to some MFD modes in Orbiter). I liked the "fire prograde when moon rises over horizon" moon missions and I even achieved a rendez-vous in 0.17 before there were maneuver nodes or other helpful gadgets in the map view.īut once we got maneuver nodes, intersection markers, etc that playing style was out of the window. I enjoyed the eyeball method initially but you grow out of it soon. want to know your inclination? select moon, and then look at ascending/descending nodes in map view). ![]() A lot of the information is there but it's just difficult to find (e.g. But I don't think it works very well apart from some very basic moon missions. It might be a part of their game design, there are very few numbers and data presented in game. Switching to a web browser mid-game to do mission planning is a big turn off for me. I think calculators and mission planners like this should be a part of the game proper. Thanks for your contribution! I've flown many interplanetary missions with your tool.įor more accurate and realistic missions, there's this tool to calculate pork chop plots to find minimum energy transfers. ![]()
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