Timeline for Determining orbital position at a future point in time
Current License: CC BY-SA 4.0
7 events
when toggle format | what | by | license | comment | |
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Oct 21, 2018 at 16:44 | comment | added | uhoh | I'd love to read those, but they are paywalled. I'll check them out the next time I get to the library. | |
Oct 21, 2018 at 16:39 | comment | added | lamont | (the other solutions after Goodyear's solution may also be even faster, I just don't have experience with those) | |
Oct 19, 2018 at 12:30 | history | bounty ended | uhoh | ||
Oct 18, 2018 at 17:34 | comment | added | lamont | Yeah, I've worked with KSP's orbit class for years, and know something about Principia is built. I would strongly suggest for anyone setting out to build a game, particularly if you don't just want to clone KSP but try to build something better, that these issues get thought about up front in a bit more detail. Looks like I was in a hurry yesterday and missed "these [planetary] orbits are static" so maybe all my yapping about N-body and Runge-Kutta methods was superfluous, but other people who find this question might care. And Goodyear's solution still beats KSP's Orbit class for speed. | |
Oct 18, 2018 at 8:24 | comment | added | uhoh | This is a great, and very helpful answer to an old question. Thanks for the excellent sources; I'm going to look these up in the next few days. | |
Oct 18, 2018 at 8:24 | history | edited | uhoh | CC BY-SA 4.0 |
added introduction to serve as "drive-by downvoter' repellant.
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Oct 17, 2018 at 20:22 | history | answered | lamont | CC BY-SA 4.0 |