Last Few Mobile Bugs, and Flight Planning
Hey Folks! A little bit of catch-up this morning before jumping back on the orbital plotter.
Tiago sent me his latest update, and we're basically down to 3 issues, and two procedural tasks for me to do once the launch is initiated. In other words, we're almost good to go!
Of course, we'll still need to test these latest changes. And flipping the launch switch has a series of steps and things to wait for. But this is about as close as we've ever been!
For the orbital plotter, I'm starting work on a way to plan a route to a point in the System. And for that to work, we need to know not only the current situation, but what it will look like when we get there. Trips are measured in days, weeks, or sometimes months, and a lot can change in that time.
So one approach I'm going to use is a "projected positions" plot on the system map. You can see where everything is in blue, and where everything will be in orange. More specifically, where things will be at t, 2t, 3t, and 4t, where "t" is some amount of time in the future.
For example, we can see Mars is at its current blue position, and then adjust the tool to show us the positions for it over the next 4 days at 1-day increments. This way, we can set a heading and thrust amount, and plot our ship's projected position at those times, making adjustments until the final projection of our ship is near the final projection of Mars.
If you've ever done animation or stuff in Flash, this is sort of like working with animation frames on a timeline and "onion skinning."
And, of course, this is totally experimental. I'm just thinking it's a way for users to fairly intuitively plot a path from A to B in an orbiting system with long transit times. And it follows the design goal of flying the ship indirectly through "beep boop" control panel stuff. Lots of flipping switches, turning knobs, punching buttons, etc.
We'll see soon enough if this is usable!