OHM Phoenix Mars Lander

Zach121k

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Just encountered some bugs. Altitude goes negative while radar shows positive. Phoenix clips through the mars surface and half the space craft appears floating.

Exiting a scenario and opening another crashes orbiter.
 

jacquesmomo

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Great !!! :thumbup: I'll try this as soon as possible. Thank you one more time !!!

Super ! Quelle production !! J'essaye ça dès que possible. Merci encore !!!
 

4throck

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Will try when possible!

Great to see Orbiter coming alive.
Because 2016 it's a very different version, it's just like starting all over again.

First we need the rockets, now we start to have the payloads!
 

BrianJ

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Hi,
Just encountered some bugs. Altitude goes negative while radar shows positive.
If you're landing near the nominal landing site (Mars Approach scenario), remember that "ground level" is about 4km below the mean radius(0m alt), if you have "surface elevation" enabled.

Surface HUD alt. display switches over to "terrain relative" from "mean radius relative" at 10km alt(terrain relative) This is default Orbiter behaviour.

Phoenix clips through the mars surface and half the space craft appears floating.
Again, if "surface elevation" is enabled, the surface "mesh" of Mars does not always (ever?) coincide with 0m alt(terrain relative). Note the spacecraft shadows are at the correct place on the ground (if you look underneath).

This is a bit of a problem for landers and rovers (unless you are a BFR size vessel). Something the size of Sojourner might never be seen above the "terrain" mesh. Maybe I've just been unlucky with the three landing sites I've tried (TGO and Phoenix landing sites, and 2km from Olympus base). Other places on Mars may be better.

Exiting a scenario and opening another crashes orbiter.
Sorry, not quite clear, do you mean "starting any scenario after running a Phoenix scenario causes CTD" ? I haven't been able to reproduce this behaviour.

Because 2016 it's a very different version, it's just like starting all over again.
Yes indeed, the new terrain and wind features do require a bit more work when it comes to add-on development (more fun!).

Cheers,
BrianJ
 

IronRain

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Oh awesome!
Just in time, since I'm planning the interplanetary missions for the MSA in 2018 :)

Great work Brian! :cheers:
 

4throck

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OK, tried the addon and works great!

The night launch is really something :cheers:

And the landing autopilot is very fun with the new terrain.

Tried to land on earth and the autopilot works (of course you descent too fast).
Will be fun to try some moon landings ;)

Great add-on!
 

Zach121k

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Exiting phoenix and opening a new phoenix crashes orbiter
 

BrianJ

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Hi Zach121k,
can you run a Phoenix scenario and close the simulation, then post your (current state).scn and orbiter.log ? I'll see if I can track down what's going on.
Thanks,
BrianJ
 

Zach121k

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Code:
BEGIN_DESC
Current scenario state


Contains the latest simulation state.
END_DESC

BEGIN_ENVIRONMENT
  System Sol
  Date MJD 54316.5417116850
  Help CurrentState_img
END_ENVIRONMENT

BEGIN_FOCUS
  Ship Phoenix
END_FOCUS

BEGIN_CAMERA
  TARGET Phoenix
  MODE Extern
  POS 4.000000 -167.199702 -5.586339
  TRACKMODE TargetRelative
  FOV 40.00
END_CAMERA

BEGIN_HUD
  TYPE Orbit
  REF AUTO
END_HUD

BEGIN_MFD Left
  TYPE Surface
  SPDMODE 1
END_MFD

BEGIN_MFD Right
  TYPE Orbit
  PROJ Ship
  FRAME Ecliptic
  ALT
  REF Earth
END_MFD

BEGIN_SHIPS
Phoenix:Vessels/Phoenix_Mars_Lander/phoenix
  STATUS Orbiting Earth
  RPOS 9678837.997 -14812580.145 56502750.977
  RVEL -134.8826 -2268.9760 6080.0006
  AROT -4.200 -23.110 -32.840
  AFCMODE 7
  PRPLEVEL 0:1.000000
  NAVFREQ 0 0
  CONFIGURATION 0
  TEX 0
  SOLP 0 0.0000
  CHUTES 0 0.0000
  LEGS 0 0.0000
  COL 0 0.0000
END
END_SHIPS

BEGIN_DX9ExtMFD
END

BEGIN_ExtMFD
END

Code:
**** Orbiter.log
000000.000: Build Aug 28 2016 [v.160828]
000000.000: Timer precision: 3.64672e-007 sec
000000.000: Found 0 joystick(s)
000000.000: Module AtlantisConfig.dll .... [Build 160828, API 160828]
000000.000: Module AtmConfig.dll ......... [Build 160828, API 160828]
000000.000: Module DGConfigurator.dll .... [Build 160828, API 160828]
000000.000: Module D3D9Client.dll ........ [Build 170705, API 160828]
000000.000: Module ScnEditor.dll ......... [Build 160828, API 160828]
000000.000: Module DX9ExtMFD.dll ......... [Build 150812, API 100830]
000000.000: Module ExtMFD.dll ............ [Build 160828, API 160828]
000000.000: 
000000.000: **** Creating simulation session
000000.000: D3D9: [DirectX 9 Initialized]
000000.000: D3D9: 3D-Adapter = NVIDIA GeForce GTX 1050
000000.000: D3D9: MaxTextureWidth........: 16384
000000.000: D3D9: MaxTextureHeight.......: 16384
000000.000: D3D9: MaxTextureRepeat.......: 8192
000000.000: D3D9: VolTexAddressCaps......: 0x3F
000000.000: D3D9: NumSimultaneousRTs.....: 4
000000.000: D3D9: VertexDeclCaps.........: 0x30F
000000.000: D3D9: XNA Math Support.......: Yes
000000.000: D3D9: Vertex Texture.........: Yes
000000.000: D3D9: Shadow Mapping.........: Yes
000000.000: D3D9: D3DFMT_A16B16G16R16F...: Yes
000000.000: D3D9: D3DFMT_A32B32G32R32F...: Yes
000000.000: D3D9: D3DFMT_D32F_LOCKABLE...: Yes
000000.000: D3D9: D3DFMT_A2R10G10B10.....: Yes
000000.000: D3D9: D3DDTCAPS_DEC3N........: No
000000.000: D3D9: D3DDTCAPS_FLOAT16_2....: Yes
000000.000: D3D9: D3DDTCAPS_FLOAT16_4....: Yes
000000.000: D3D9: Runs under WINE........: No
000000.000: D3D9: Available Texture Memory = 4080 MB
000000.000: D3D9: [3DDevice Initialized]
000000.000: D3D9: [Loading Constellations]
000000.000: D3D9: [D3D9Client Initialized]
000000.000: Module Sun.dll ............... [Build 160828, API 160828]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
000000.000: Module Mercury.dll ........... [Build 160828, API 160828]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
000000.000: Module Venus.dll ............. [Build 160828, API 160828]
000000.000: Module VenusAtm2006.dll ...... [Build 160828, API 160828]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
000000.000: Module Earth.dll ............. [Build 160828, API 160828]
000000.000: Module EarthAtmJ71G.dll ...... [Build 160828, API 160828]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
000000.000: Module Moon.dll .............. [Build 160828, API 160828]
ELP82: Precision 1e-005, Terms 116/829
000000.000: Module Mars.dll .............. [Build 160828, API 160828]
000000.000: Module MarsAtm2006.dll ....... [Build 160828, API 160828]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
000000.000: Module Phobos.dll ............ [Build ******, API 060425]
000000.000: Module Deimos.dll ............ [Build ******, API 060425]
000000.000: Module Galsat.dll ............ [Build 160828, API 160828]
000000.000: Module Jupiter.dll ........... [Build 160828, API 160828]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
000000.000: Module Io.dll ................ [Build 160828, API 160828]
000000.000: Module Europa.dll ............ [Build 160828, API 160828]
000000.000: Module Ganymede.dll .......... [Build 160828, API 160828]
000000.000: Module Callisto.dll .......... [Build 160828, API 160828]
000000.000: Module Satsat.dll ............ [Build 160828, API 160828]
000000.000: Module Saturn.dll ............ [Build 160828, API 160828]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
000000.000: Module Mimas.dll ............. [Build 160828, API 160828]
SATSAT Mimas: Terms 113
000000.000: Module Enceladus.dll ......... [Build 160828, API 160828]
SATSAT Enceladus: Terms 33
000000.000: Module Tethys.dll ............ [Build 160828, API 160828]
SATSAT Tethys: Terms 101
000000.000: Module Dione.dll ............. [Build 160828, API 160828]
SATSAT Dione: Terms 59
000000.000: Module Rhea.dll .............. [Build 160828, API 160828]
SATSAT Rhea: Terms 68
000000.000: Module Titan.dll ............. [Build 160828, API 160828]
SATSAT Titan: Terms 100
000000.000: Module Iapetus.dll ........... [Build 160828, API 160828]
SATSAT Iapetus: Terms 605
000000.000: Module Uranus.dll ............ [Build 160828, API 160828]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
000000.000: Module Miranda.dll ........... [Build ******, API 060425]
000000.000: Module Ariel.dll ............. [Build ******, API 060425]
000000.000: Module Umbriel.dll ........... [Build ******, API 060425]
000000.000: Module Titania.dll ........... [Build ******, API 060425]
000000.000: Module Oberon.dll ............ [Build ******, API 060425]
000000.000: Module Neptune.dll ........... [Build 160828, API 160828]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
000000.000: Finished initialising world
000000.000: Module phoenix.dll ........... [Build 171106, API 160828]
000000.000: ---------------------------------------------------------------
000000.000: >>> WARNING: Obsolete API function used: VESSEL::SetBankMomentScale
000000.000: At least one active module is accessing an obsolete interface function.
000000.000: Addons which rely on obsolete functions may not be compatible with
000000.000: future versions of Orbiter.
000000.000: ---------------------------------------------------------------
000000.000: Finished initialising status
000000.000: Finished initialising camera
000000.000: Finished setting up render state
000000.000: D3D9: [Scene Initialized]
000000.000: Finished initialising panels
000003.889: D3D9: [Session Closed. Scene deleted.]
000003.889: D3D9: [Destroy Render Window Called]
D3D9: ERROR: UnDeleted Surface(s) Detected
D3D9: ERROR: Surface 0x1A3EC1C8 (Phoenix_Mars_Lander\backshell2.dds) (512,512)
D3D9: ERROR: Surface 0x1A3EC438 (Phoenix_Mars_Lander\heatshield4.dds) (512,512)
000003.889: **** Closing simulation session
D3D9: ERROR: Invalid Window !! RenderWndProc() called after calling clbkDestroyRenderWindow() uMsg=0x0
D3D9: ERROR: Invalid Window !! RenderWndProc() called after calling clbkDestroyRenderWindow() uMsg=0xC000000F
D3D9: ERROR: Invalid Window !! RenderWndProc() called after calling clbkDestroyRenderWindow() uMsg=0x0



EDIT: looks like a universal problem for me....

Code:
**** Orbiter.log
000000.000: Build Aug 28 2016 [v.160828]
000000.000: Timer precision: 3.64672e-007 sec
000000.000: Found 0 joystick(s)
000000.000: Module AtlantisConfig.dll .... [Build 160828, API 160828]
000000.000: Module AtmConfig.dll ......... [Build 160828, API 160828]
000000.000: Module DGConfigurator.dll .... [Build 160828, API 160828]
000000.000: Module D3D9Client.dll ........ [Build 170705, API 160828]
000000.000: Module ScnEditor.dll ......... [Build 160828, API 160828]
000000.000: Module DX9ExtMFD.dll ......... [Build 150812, API 100830]
000000.000: Module ExtMFD.dll ............ [Build 160828, API 160828]
000000.000: 
000000.000: **** Creating simulation session
000000.000: D3D9: [DirectX 9 Initialized]
000000.000: D3D9: 3D-Adapter = NVIDIA GeForce GTX 1050
000000.000: D3D9: MaxTextureWidth........: 16384
000000.000: D3D9: MaxTextureHeight.......: 16384
000000.000: D3D9: MaxTextureRepeat.......: 8192
000000.000: D3D9: VolTexAddressCaps......: 0x3F
000000.000: D3D9: NumSimultaneousRTs.....: 4
000000.000: D3D9: VertexDeclCaps.........: 0x30F
000000.000: D3D9: XNA Math Support.......: Yes
000000.000: D3D9: Vertex Texture.........: Yes
000000.000: D3D9: Shadow Mapping.........: Yes
000000.000: D3D9: D3DFMT_A16B16G16R16F...: Yes
000000.000: D3D9: D3DFMT_A32B32G32R32F...: Yes
000000.000: D3D9: D3DFMT_D32F_LOCKABLE...: Yes
000000.000: D3D9: D3DFMT_A2R10G10B10.....: Yes
000000.000: D3D9: D3DDTCAPS_DEC3N........: No
000000.000: D3D9: D3DDTCAPS_FLOAT16_2....: Yes
000000.000: D3D9: D3DDTCAPS_FLOAT16_4....: Yes
000000.000: D3D9: Runs under WINE........: No
000000.000: D3D9: Available Texture Memory = 4080 MB
000000.000: D3D9: [3DDevice Initialized]
000000.000: D3D9: [Loading Constellations]
000000.000: D3D9: [D3D9Client Initialized]
000000.000: Module Sun.dll ............... [Build 160828, API 160828]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
000000.000: Module Mercury.dll ........... [Build 160828, API 160828]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
000000.000: Module Venus.dll ............. [Build 160828, API 160828]
000000.000: Module VenusAtm2006.dll ...... [Build 160828, API 160828]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
000000.000: Module Earth.dll ............. [Build 160828, API 160828]
000000.000: Module EarthAtmJ71G.dll ...... [Build 160828, API 160828]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
000000.000: Module Moon.dll .............. [Build 160828, API 160828]
ELP82: Precision 1e-005, Terms 116/829
000000.000: Module Mars.dll .............. [Build 160828, API 160828]
000000.000: Module MarsAtm2006.dll ....... [Build 160828, API 160828]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
000000.000: Module Phobos.dll ............ [Build ******, API 060425]
000000.000: Module Deimos.dll ............ [Build ******, API 060425]
000000.000: Module Galsat.dll ............ [Build 160828, API 160828]
000000.000: Module Jupiter.dll ........... [Build 160828, API 160828]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
000000.000: Module Io.dll ................ [Build 160828, API 160828]
000000.000: Module Europa.dll ............ [Build 160828, API 160828]
000000.000: Module Ganymede.dll .......... [Build 160828, API 160828]
000000.000: Module Callisto.dll .......... [Build 160828, API 160828]
000000.000: Module Satsat.dll ............ [Build 160828, API 160828]
000000.000: Module Saturn.dll ............ [Build 160828, API 160828]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
000000.000: Module Mimas.dll ............. [Build 160828, API 160828]
SATSAT Mimas: Terms 113
000000.000: Module Enceladus.dll ......... [Build 160828, API 160828]
SATSAT Enceladus: Terms 33
000000.000: Module Tethys.dll ............ [Build 160828, API 160828]
SATSAT Tethys: Terms 101
000000.000: Module Dione.dll ............. [Build 160828, API 160828]
SATSAT Dione: Terms 59
000000.000: Module Rhea.dll .............. [Build 160828, API 160828]
SATSAT Rhea: Terms 68
000000.000: Module Titan.dll ............. [Build 160828, API 160828]
SATSAT Titan: Terms 100
000000.000: Module Iapetus.dll ........... [Build 160828, API 160828]
SATSAT Iapetus: Terms 605
000000.000: Module Uranus.dll ............ [Build 160828, API 160828]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
000000.000: Module Miranda.dll ........... [Build ******, API 060425]
000000.000: Module Ariel.dll ............. [Build ******, API 060425]
000000.000: Module Umbriel.dll ........... [Build ******, API 060425]
000000.000: Module Titania.dll ........... [Build ******, API 060425]
000000.000: Module Oberon.dll ............ [Build ******, API 060425]
000000.000: Module Neptune.dll ........... [Build 160828, API 160828]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
000000.000: Finished initialising world
000000.000: Module Atlantis_SRB.dll ...... [Build 160828, API 160828]
000000.000: Module Atlantis_Tank.dll ..... [Build 160828, API 160828]
000000.000: Module Atlantis.dll .......... [Build 160828, API 160828]
000000.000: ---------------------------------------------------------------
000000.000: >>> WARNING: Obsolete API function used: VESSEL::CreateVariableDragElement
000000.000: At least one active module is accessing an obsolete interface function.
000000.000: Addons which rely on obsolete functions may not be compatible with
000000.000: future versions of Orbiter.
000000.000: ---------------------------------------------------------------
000000.000: Module ShuttleA.dll .......... [Build 160828, API 160828]
000000.000: Finished initialising status
000000.000: Finished initialising camera
000000.000: Finished setting up render state
000000.000: D3D9: [Scene Initialized]
000000.000: Finished initialising panels
000004.227: D3D9: [Session Closed. Scene deleted.]
000004.227: D3D9: [Destroy Render Window Called]
000004.227: **** Closing simulation session
D3D9: ERROR: Invalid Window !! RenderWndProc() called after calling clbkDestroyRenderWindow() uMsg=0x0
D3D9: ERROR: Invalid Window !! RenderWndProc() called after calling clbkDestroyRenderWindow() uMsg=0xC000000F
D3D9: ERROR: Invalid Window !! RenderWndProc() called after calling clbkDestroyRenderWindow() uMsg=0x0
000004.227: 
000004.227: **** Creating simulation session
000004.227: D3D9: [DirectX 9 Initialized]
000004.227: D3D9: 3D-Adapter = NVIDIA GeForce GTX 1050
000004.227: D3D9: MaxTextureWidth........: 16384
000004.227: D3D9: MaxTextureHeight.......: 16384
000004.227: D3D9: MaxTextureRepeat.......: 8192
000004.227: D3D9: VolTexAddressCaps......: 0x3F
000004.227: D3D9: NumSimultaneousRTs.....: 4
000004.227: D3D9: VertexDeclCaps.........: 0x30F
000004.227: D3D9: XNA Math Support.......: Yes
000004.227: D3D9: Vertex Texture.........: Yes
000004.227: D3D9: Shadow Mapping.........: Yes
000004.227: D3D9: D3DFMT_A16B16G16R16F...: Yes
000004.227: D3D9: D3DFMT_A32B32G32R32F...: Yes
000004.227: D3D9: D3DFMT_D32F_LOCKABLE...: Yes
000004.227: D3D9: D3DFMT_A2R10G10B10.....: Yes
000004.227: D3D9: D3DDTCAPS_DEC3N........: No
000004.227: D3D9: D3DDTCAPS_FLOAT16_2....: Yes
000004.227: D3D9: D3DDTCAPS_FLOAT16_4....: Yes
000004.227: D3D9: Runs under WINE........: No
 
Last edited:

BrianJ

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I can't reproduce the CTD using default Orbiter or D3D9 client, although I can see a couple of small bugs with undeleted surfaces I should probably fix. Not sure I can help further.

Quote:
EDIT: looks like a universal problem for me....

Might not be Phoenix related then?
 

IronRain

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Hi Brian,

I have some difficulties getting the spacecraft on a Mars trajectory. Everything seems to go well, but after jettison of the Star stage, it begins to wobble. The result is that I overshoot the Mars orbit. I've made a video of it:


My guess it's the way Orbiter spawns new stages.Have you encountered this as well?

:cheers:
 

boogabooga

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IronRain,

Don't use Vel. Frame. That assumes a fixed pitch and yaw relative to your velocity vector. When you want to point to a fixed position in space, such as during spin stabilization, try P30LVLH (I think that is what it's called) instead.
 

IronRain

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IronRain,

Don't use Vel. Frame. That assumes a fixed pitch and yaw relative to your velocity vector. When you want to point to a fixed position in space, such as during spin stabilization, try P30LVLH (I think that is what it's called) instead.

Thanks! I will try this later today.
 

BrianJ

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Hi Brian,

I have some difficulties getting the spacecraft on a Mars trajectory. Everything seems to go well, but after jettison of the Star stage, it begins to wobble.
Hi,
I think it is due to the combination of how IMFD plans the burns (impulsive calculation, except IMFD Delta Velocity) and the fact that Star48 motor has no attitude control.

IMFD wants to correct the burn attitude at the end, but can't.

Try this:
Over-burn the 2nd stage by ~30m/s (if I remember correctly, might be more or less)
Reset the IMFD Eject time forward so that the dV required matches the dV available from the Star48. Hopefully that will be more than 1/2 the Star48 burn-time, in the future.
Re-align the 2nd stage to the correct attitude, jettison 2nd stage.
Start the Star48 burn 1/2 burn-time before IMFD Eject time.
This will minimise any corrections needed at the end of the burn.

Any better?

Cheers,
BrianJ

P.S. In your video, it's the IMFD required velocity "crosshairs" that move off axis, not the Star48 wobbling.
 
Last edited:

IronRain

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IronRain,

Don't use Vel. Frame. That assumes a fixed pitch and yaw relative to your velocity vector. When you want to point to a fixed position in space, such as during spin stabilization, try P30LVLH (I think that is what it's called) instead.

That seems to go a lot better. Still need some testing (my solution wasn't valid anymore, so I only did a quick run), but it looks promising.

Hi,
I think it is due to the combination of how IMFD plans the burns (impulsive calculation, except IMFD Delta Velocity) and the fact that Star48 motor has no attitude control.

IMFD wants to correct the burn attitude at the end, but can't.

Try this:
Over-burn the 2nd stage by ~30m/s (if I remember correctly, might be more or less)
Reset the IMFD Eject time forward so that the dV required matches the dV available from the Star48. Hopefully that will be more than 1/2 the Star48 burn-time, in the future.
Re-align the 2nd stage to the correct attitude, jettison 2nd stage.
Start the Star48 burn 1/2 burn-time before IMFD Eject time.
This will minimise any corrections needed at the end of the burn.

Any better?

Cheers,
BrianJ

P.S. In your video, it's the IMFD required velocity "crosshairs" that move off axis, not the Star48 wobbling.

I will also try this method later!
I didn't mean that the Star48 itself was wobbling (poor choice of words), but that it wasn't aligned with the crosshair anymore due jettison from the second stage for example. With P30LVLH it's staying rock-solid-centered!

I'm always amazed how much dV that little stages gives you.
 

BrianJ

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I just noticed a bug with the Phoenix lander fuel - fuel level not correctly set at vessel creation. Now fixed:
Update v.180508 now on OH.

Don't use Vel. Frame. That assumes a fixed pitch and yaw relative to your velocity vector. When you want to point to a fixed position in space, such as during spin stabilization, try P30LVLH (I think that is what it's called) instead.
I never knew P30 LVLH did that! Thank you!

Although, I still get similar results using either Vel.Frame or P30LVLH.
I still need to over-burn the 2nd stage, then re-plan the burn for the Star48 about 60s in the future, align 2nd stage, jettison and start the burn early. I end up with a ~10m/s error.

Is there a simpler/better way?

Cheers,
Brian
 

boogabooga

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Although, I still get similar results using either Vel.Frame or P30LVLH.

Make sure that you also do off-axis instead of realtime.
Vel. Frame and P30LVLH do about the same thing when you use realtime.

---------- Post added at 05:24 PM ---------- Previous post was at 04:11 AM ----------

Got the error down to 1.3 m/s:



Technique:

What BrianJ said, but...

- Use an off-axis burn in P30LVLH mode

- way over-burn the second stage by ~200 m/s (almost to exhaustion), not 30 m/s. Stop the auto burn. Go back to orbit eject and advance the eject time forward until the required deltaV matches what you have available. Should be like 90 sec in the future and not 30.

-Hit autoburn again so that IMFD will point you to the new correct attitude.

-10 seconds before the second burn is about to begin, hit G to spin up the Star48. Engine should fire just after it detaches, and the attitude should stay very accurate because IMFD was holding the attitude precisely during the spin-up.
 

4throck

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On the requests forum Mars Polar Landed was mentioned.
Could Phoenix be used to simulate that mission, just by changing the scenarios ?
Anything date specific for the EDL ?
 
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