egg changed the topic of #principia to: Logs: https://esper.irclog.whitequark.org/principia | <scott_manley> anyone that doubts the wisdom of retrograde bop needs to get the hell out | https://xkcd.com/323/ | <egg> calculating the influence of lamont on Pluto is a bit silly…
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<john_torrc> Hi, I wanted to express gratitude for this project. It's a masterpiece of numerical programming and the mod that keeps me playing KSP all these years. I just managed to build the library with SConscript, for eventual use as a dependency for a Godot module. My friend and I are making an FPS adventure space game, in part inspired by KSP, and thought it would be amazing to have real celestial dynamics
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<queqiao--> <N​ov​em​be​r ​(s​he​/t​he​y)​> Any advice for getting to Mercury for a flyby? My first attempt at a maneuver had me going through the earth
<queqiao--> <e​zs​na​ck​> Its the same as any other planet? Be in the correct orbit with twp and burn only prograde at the right time
<queqiao--> <N​ov​em​be​r ​(s​he​/t​he​y)​> Prograde burn doesn't seem to do it
<queqiao--> <N​ov​em​be​r ​(s​he​/t​he​y)​> The procedure I follow is: get to the orbit specified by TWP, switch reference frame to MSO, and then make a flight plan and try to get the periapsis as low as possible
<queqiao--> <e​zs​na​ck​> i suspect you are using MSO manouvering frame too
<queqiao--> <N​ov​em​be​r ​(s​he​/t​he​y)​> Ah, didn't know that was wrong, thank you
<queqiao--> <e​zs​na​ck​> generally speaking, for most common manoeuvres that frame should be set to inertial of the body you are currently orbiting (even hyperbolic)