egg changed the topic of #principia to: READ THE FAQ: http://goo.gl/gMZF9H; The current version is Cesàro. We currently target both 1.2.2 and 1.3. <scott_manley> anyone that doubts the wisdom of retrograde bop needs to get the hell out | https://xkcd.com/323/
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<awang>
egg|work|egg: You need to update the channel topic :P
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<egg|zzz|egg>
awang: ah good catch
egg|zzz|egg changed the topic of #principia to: READ THE FAQ: http://goo.gl/gMZF9H; The current version is Chasles. We currently target 1.2.2, 1.3.0, and 1.3.1. <scott_manley> anyone that doubts the wisdom of retrograde bop needs to get the hell out | https://xkcd.com/323/
<egg|zzz|egg>
!chanserv help set
<egg|zzz|egg>
um
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<lamont>
egg: what do you know about inverse rotating?
<egg>
*endless screaming*
<lamont>
so… bill told me...
<lamont>
that GetOrbitalStateVectorsAtUT did not need to be fixed for inverse rotation
<lamont>
that it was correct above and below the threshold
<lamont>
but i’m finding that its not
<lamont>
and wondering if that was a 1.2/1.3 API change
<lamont>
ring any bells?
<egg>
lamont: orbital state vectors (from the name, no idea what it actually does, kps api naming is daft) should be in an inertial frame?
<lamont>
no, all of the orbit class is swizzled and needs to be fixed below the inverse rotation threshold
<lamont>
orbit class is where literaly all of the pain is
<lamont>
(swizzled == xzy swapping stuff)
<lamont>
anyway if none of this is familiar it means you probably didn’t hit it in Chasles for 1.2.2/1.3.x
<egg>
well not all of the orbit class I think
<egg>
lamont: wait what do you mean
<egg>
lamont: yes, it's right handed
<egg>
contrary to the rest
<egg>
but it's not in a rotating reference frames
<lamont>
yeah it is
<egg>
(the axes do rotate but that's daft)
<egg>
yes the axes rotate
<egg>
but that's not the point
<lamont>
the velocity needs fixing for the inverse rotation
<lamont>
(i can’t still quite wrap my head around fixing only the velocity and not the position, but i’m just rolling with it for now)
<egg>
the vectors are inertial, e.g. the velocity vector represents velocity in an inertial frame
<egg>
but the *axes* rotate
<egg>
which is daft
<egg>
(and it's all right handed but that's a completely different issue)
<egg>
lamont: i.e. it's not the velocity with respect to the surface of the earth (which would make sense to represent in earth-fixed axes), it's the ECI rotation *but with ecef or whatever axes*
<egg>
s/rotation/velocity
<Qboid>
egg meant to say: lamont: i.e. it's not the velocity with respect to the surface of the earth (which would make sense to represent in earth-fixed axes), it's the ECI velocity *but with ecef or whatever axes*
<egg>
lamont: that's not a change with Chasles, principia has had to deal with that from the beginning
<egg>
and inserted in the code to deal with that is the code for our axial tilt :D
<egg>
(note that planetariumframe correspond to nothing ksp-side, it's defined above in the comment)
UmbralRaptor is now known as NomalRaptor
<egg>
!wpn NomalRaptor
* Qboid
gives NomalRaptor a deviant metallic inverter
<NomalRaptor>
AAΑAΑ
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<awang>
egg: In the past, when trying to plan a lunar insertion, the periapsis marker kept "jumping around"
<awang>
I'd right-click on a periapsis marker to watch the predicted altitude, adjust the planned burn, and all of a sudden a later periapsis marker is showing the predicted altitude, while the one I originally right-clicked no longer shows the predicted altitude
<awang>
Undoing the change(s) made to the flight plan restores the altitude display to the marker I originally right-clicked
<egg>
we still reuse nodes so the issue still exists
<egg>
but less so, so less so I guess
<egg>
but still
<egg>
but less
<egg>
:-p
* awang
gives up trying to parse the English abomination
<egg>
awang: ?
<awang>
Trying to be funny and failing, I guess
<egg>
awang: yeah so the thing is we don't have a way to identify "the same periapsis"
<egg>
awang: so we just render all the periapsides in order, into a pool of periapsides on the C# side
<egg>
awang: which means that sometimes a new one appears and it all gets shifted
<egg>
"same periapsis" identification sounds tricky, but I guess somewhat useful
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<awang>
Perhaps sort by encounter order?
<awang>
What's the current order?
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<egg>
that's what we're doing
<awang>
Oh
<awang>
Wonder where the jumping is coming from, then, because encounter order shouldn't change significantly with a small change in the flight plan
<awang>
Or at least I think?
<awang>
Actually
<awang>
That's not really true for more complex trajectories...
<egg>
^
<awang>
:(
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<awang>
egg: Did you have to do anything with Visual Studio to address std::tr1 warnings in Google Test?
<lamont>
egg: ah yeah, a guy on the PEGAS thread i think was constructing your planetariumframe in kos by using the sun as a reference i think
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<lamont>
ah picturing the axes rotating makes more sense to me. i was thinking of a time-dependent rotational transformation matrix but couldn’t picture wtf that monstrosity produced.
<egg>
lamont: yeah inertial vectors in rotating axes are just confusingly daft
<egg>
lamont: we have to cope with that to interact with ksp, but in principia we either have inertial frames or non-inertial frames (some of which are rotating)
<egg>
so if you have a Velocity<ECEF> it's actually ECEF, not ECI-but-we-rotated-it-to-ECEF-axes >_>
<egg>
but hey, KSP
<egg>
lamont: yeah it's easy to be tricked into these rotations rotating something (or unity's transforms transforming something) when almost always they change the reference frame to describe the same thing
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