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@lamont-granquist
Created April 5, 2023 18:27
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(Stop at, last stage, optimize stage)
(2,2,2) Reaches desired orbit
(0,2,2) Reaches desired orbit
- intended. these are the right settings to use.
(2,2,off) If nothing is set to optimize, it will just go all the way through the first and second stages (but not start the third or fourth), injecting the craft into interplanetary space
- intended, the target box changes to burnout altitude and FPA to show that you're doing a whole-rocket-stage fixed burntime launch.
- the UI also shows the target orbit is -450km x -31.78Mm which is hyperbolic, and the trajectory drawn on the map shows this.
(2,2,0) it will just go all the way through the first and second stages (but not start the third or fourth), injecting the craft into interplanetary space
(0,2,0) Ejects craft into interplanetary space, and drops the second stage without igniting the third
- this should probably be a UI bugfix since optimizing stage 0 when stage zero isn't part of the ascent is invalid.
(2,0,0) Gives failure "getting solution from bad/failed optimizer state", sometimes. Doesn't turn green, just goes away. Ascent path is completely messed up, way, way more burndown than usual (-70 degrees), then it flips to burning 60 degrees up. Goes through three stages and attempts to ignite the fourth, but that fails due to bad rocket design on my part. Fourth shows a planned burn time of a negative amount of seconds in PVG window
(0,0,0) Gives failure "getting solution from bad/failed optimizer state", sometimes. Doesn't turn green, just goes away. Looks to be the same as (2,0,0), but this time instead of blowing up, the last stage was just seperated and not ignited. Unsure if that's because of the settings difference or just luck.
- telling the optimizer to use this entire rocket (last/optimized stage = 0) is not valid when you are only going to LEO.
- the negative burntime on the optimized stage is feedback from the UI that this is not valid.
- a future optimization can be on the pad to prune the number of stages used down until the optimizer starts producing only positive values.
- this is understood to be extremely clunky, which is why this is still dev. but for now users need to know the number of rockets that they're actually going to use, and
there's multiple bits of feedback in the UI to indicate if the value looks correct or not.
- the "getting solution..." error is a problem with fiddling with the UI where old solutions from entirely different configurations are being read by the new settings,
usually disable/enable clears the error, and that's a TODO to fix properly to make it go away.
(2,2,3) Indicates that it'll drop the bottom stage early by showing a shorter burn time than what the Dv window shows, but doesn't actually do this. Pitches 80 degrees down, then slowly back up. Injects into a much higher orbit than desired, but apogee is 20 Mm instead of injecting into interplanetary space.
- this is legitimately crazy buggy. looks like ground shutdown of the first stage isn't working at all.
(3,3,3) Drops the bottom stage, which I told it not to do, but doesn't light the next stage and therefor doesn't make orbit.
- but you explictly told it not to use stage 2 so it didn't.
- the planning display shows that it will use 9096.7 m/s from stage 3 leaving -1306.5 m/s.
- this will eventually be addressed by a "grow rocket if necessary" button to grab additional stages and move the last stage / optimized stage up the rocket.
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