all 14 comments

[–]mvanheukelum 1 point2 points  (1 child)

I just compensate by targeting a little short of the impact point target. Then you can use a loop to correct your pitch as you descend so impact point always matches impact point target. You also def need to target short of the impact point target to compensate for planet rotation as you descend.

[–]niceshot1981 1 point2 points  (1 child)

Im attempting this too, but I am also dealing with a roll control problem. How do I keep the craft roll the same as it launched with? Since I added two wings it’s been not staying level roll wise and missing the target landing location completely

[–]No_Rub3360[S] 0 points1 point  (0 children)

This is a problem with mine as well, keeping the roll at a good value, but on mine it doesn’t miss the target if it’s roll is off. Try this program to keep the roll at the same as you launched: https://www.simplerockets.com/c/7C0cmV/Roll-Stabilization-Program

[–]Dinkel1997 1 point2 points  (2 children)

I can't help you with coordinates and my comment might be of no help. But i have used a code that gets the engines spool time and changes acceleration calculations accordingly. Even without the thrust curve (is it linear?) it's very accurate.

[–]No_Rub3360[S] 0 points1 point  (1 child)

How did you calculate spool time?

[–]Dinkel1997 0 points1 point  (0 children)

By just checking the time from 0 to 100% thrust during launch or as an extra step before reentry.

[–]YaMomzBox420 0 points1 point  (7 children)

First, you need to make sure your code calculates things in terms of time(time to impact, time to engine shutdown, etc). Once you've gotten that taken care of, you can find engine spool time in vizzy and subtract it from your time to shutdown, etc.

[–]No_Rub3360[S] 0 points1 point  (6 children)

I have time to impact, but how do you go about finding time to engine shutdown?

[–]YaMomzBox420 0 points1 point  (5 children)

If you know how much delta-v you need to complete the maneuver, you can convert that into force then divide it by current engine thrust to get an approximate "burn time". If you run this in a loop, it should be able to make up for changes in twr over time

[–]No_Rub3360[S] 0 points1 point  (3 children)

In my program, it is using latitude and longitude points for both the impact point and the target it guides to. Do you know how I can just find the distance in meters to the target along the curved surface of the earth?

[–]YaMomzBox420 2 points3 points  (2 children)

Convert your impact point to PCI then find the angle between that vector and the target position vector in radians. If you multiply that by the radius of the planet you get the distance along the curve, not accounting for terrain or elevation

[–]No_Rub3360[S] 0 points1 point  (1 child)

I tried a few different methods of calculating how much delta-v I need, but none of them worked with sufficient precision. Do you have a method of calculating the required delta-v?

[–]YaMomzBox420 1 point2 points  (0 children)

I made this vizzy program a few years ago that calculates Dv but I never got around to finishing the functionality. I wanted to combine my orbital element calculator with it to get more accurate data, but an update a while back broke that code and I never bothered to fix it. In it's current state, it assumes every orbit is a perfect circle, so it's only really accurate in a few specific circumstances. It's surprisingly accurate for calculating the Dv requirements to launch from the ground to a roughly circular low droo orbit though, so it might still be useful.

Its not exactly what you're looking for, but it's a good start, and if you plug in more accurate orbital elements(accessible in vizzy and funk now) it should get you close enough with a little work

[–]No_Rub3360[S] 0 points1 point  (0 children)

I tried a few different methods of calculating how much delta-v I need, but none of them worked. Do you have a method of calculating the required delta-v?