egg changed the topic of #principia to: READ THE FAQ: http://goo.gl/gMZF9H; The current version is Dedekind. We currently target 1.3.1, and 1.4.3. <scott_manley> anyone that doubts the wisdom of retrograde bop needs to get the hell out | https://xkcd.com/323/
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<GH> [Principia] DocRockwell commented on issue #1873: Muhsin, MechJeb can still generate patched conic maneuver nodes. Pretty handy for simple maneuvers that don't warrant using the flight planner. https://git.io/fNeSv
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<GH> [Principia] MuhsinFatih commented on issue #1873: I've been using Mechjeb as a workaround as you said, but still, it's very inconvenient. I think this mod can really use a UI overhaul. There are other things as well, for example it could be very useful to able to type in maneuver dV on 3 axis', rather than only having the slider, or exposing maneuver nodes' parameters to the game so that other mods can play along with Principia. Also window scaling like man
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<GH> [Principia] pleroy closed pull request #1876: Convert time scales to C++17 (master...Dates17c) https://git.io/fbjmH
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<GH> [Principia] lamont-granquist commented on issue #1873: @pleroy a more useful thing would be to be able to use instantaneous maneuver nodes but with properly integrated n-body trajectories that could be pulled off of them.... https://git.io/fNehq
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<GH> [Principia] lamont-granquist commented on issue #1873: Also this is typically how most trajectory optimization is done. It generally starts out with impulsive burn approximations with patched conics and then that solution is "perturbed" by adding finite burns or n-body effects. For PEG in the Shuttle it doesn't bother with J2 for the burn phase, only the coast phase, and doesn't bother with perturbations from the Moon or the restricted three body problem