Hi Julio, and everyone!
I have been working on my spaceflight simulator, and with the latest changes discussed in this thread (timestep vs. varying fps), my flight dynamics have vastly improved! Things are behaving very consistently and predictably, with respect to flight dynamics. I dare to say that there is a certain hugely popular commercial spaceflight simulator out there with literally millions of users that would be envious of astrodynamics model as provided by Newton Dynamics!
However
(and this is a very small "however", almost to the point of being nitpicky
)
There is still a slight discrepancy in the physics engine performance between low and high fps scenarios. I have mentioned it in the results in my test case, where my simple rocket would reach 318 meters in low FPS situation, and 320 meters in high FPS situations. This slight discrepancy results, in my sim, in rather large differences in final orbital parameters. Basically, with the exact same (automated) guidance of the rocket, the flight ends in the orbital apogee (highest point of the orbit reached) between 370 and 430 km (60 km diff). This seems large, but when taken into the context of Earth diameter of ~6400 km, 60 km is rather small and in line with the results of the test case I mentioned above. This difference is based SOLELY on the slight fps differences, depending on how I move the camera around during the powered flight phase.
I would (for obvious reasons) prefer that my physics would consistently yield the same orbital parameters at each end of the powered flight and the ascent to the orbit. I can just imagine my users asking me why, with all things being equal as far as guidance and rocket performance, aren't they getting the consistent results, as they should, and me having to explain to them that my physics engine is slightly sensitive to changes in fps and this results in variations of the resulting orbital parameters.
So - I was just wondering, is there
anything else I could tweak to fine tune the timestep processing and narrow this already small dicrepancy? Perhaps something specific to my application of Newton Dynamics: small number of discrete bodies (~15 or so, all the parts in the rocket held together) and high velocities of the object "assembly". Any thoughts would be appreciated.
The parameters I am using are identical to the demoSandbox, except I am using PhysicsUpdate() in synchronous mode.