What did you use for closed loop guidance? If you aren't aware of it NASA has a lovely paper called UPFG "Unified Powered Flight Guidance" [1] used for the space shuttle. This was implemented and made more universal for KSP (of course) by Przemysław "Noiredd" Dolata as PEGAS "Powered Explicit Guidance Ascent System" [2]<p>If it's your thing you could try implementing it and getting a single continuous burn to final orbit.<p>Awesome work BTW!<p>[1] <a href="https://ntrs.nasa.gov/citations/19740004402" rel="nofollow">https://ntrs.nasa.gov/citations/19740004402</a><p>[2] <a href="https://github.com/Noiredd/PEGAS" rel="nofollow">https://github.com/Noiredd/PEGAS</a><p>Edit: I now see it's on your roadmap, so I guess it is your thing.
For this model I kinda just made up my own system to play around with it, while it wasn't very effective it was pretty fun. That being said thanks a lot for the recommendations, I wasn't very aware of the options I had for it.
I've got another kos-PEG implementation here as well, along with a really extensive bibliography:<p><a href="https://github.com/lamont-granquist/KSP-KOS-PEG/blob/main/lib_peg.ks" rel="nofollow">https://github.com/lamont-granquist/KSP-KOS-PEG/blob/main/li...</a>
This is awesome, great work! There’s a huge audience for something like this based on the popularity of Kerbal Space Program.<p>Biggest low-hanging fruit UI improvement would be mobile responsiveness. It was a bit challenging testing on my phone.
I think it's a good start, but the user experience and the color theme make the simulation cumbersome to absorb. Maybe you can do a theming exercise with an AI. The zoom feature is highly sensitive. It's not intuitive at first on what the user should do or take away from the simulation. The events feature is great, and essential.<p>Looking forward to seeing the next iteration. Nice work.
This is really neat and pretty fun to play around with!<p>How accurate are the simulations? I'm able to get orbit by turning 45 degrees as soon as I launch and then doing some minor burns at the height of the initial trajectory.<p>I don't feel like this strategy would work in real life.
Its fairly accurate as far as I can tell. Your right about the fact that It wouldnt work in real life due to the dynamic pressure your exerting on your rocket, using your method you get to about 150 kPa, Falcon 9 usually maxes out around 35 kPa so it would explode. Also it is a fairly fuel inneficent way of getting into orbit, but yes it is possible
Subtracting gravity losses, the largest effect of your 45 degree thrust vector would be sideways acceleration. Which is generally what you want, to get up to speed as quickly as possible, instead of wasting energy ascending vertically.<p>We just don't do it on Earth because we need to get out of the atmosphere first for efficiency and structural reasons. But on the moon or another vacuum body, "diagonal kick followed by minor circularization burns at apogee" is pretty close to the optimal strategy. Even on Earth, it's similar to the trajectories proposed by SpinLaunch and other "space cannon" concepts.
I think it would, given that there is no air resistance.
How much AI was used vs manual lines?
Why is it launching with a horizontal velocity? It initially moves to the right even when pointing up perfectly.
Looks super awesome. Strong work! It showed the karman line at 98-99km. Maybe a tiny tweak needed.
I'm sure that city just *loves* being downrange of the launch site :)<p>JK, nicely done! lots of fun to watch.
Fortunately for it, that city is mounted on some antigrav sled and moves around to always stay ahead of the launch vehicle, safe from my totally not intentional attempts at crashing into it.<p>Completely unrelated bug: pitch control can go down only to -5 degrees.
Did you do all the math yourself?
This is really neat.<p>I've been toying with the idea of building something similiar but with a bunch of different space stuff, like a calculator for different rotating space station geometries, mars/lunar cycler orbits, or solar shade sizes/distances.<p>It's been many years since I've done this kind of stuff in school and it's great to be able to refresh yourself on this stuff. The kind of UI you're using makes it really friendly and approachable, like a game.
Much better than KSP2