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11JRidding

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Posts posted by 11JRidding

  1. 10 hours ago, Pat20999 said:

    Does this mean autostrut?

    As has been stated before, they want to fix the rocket wobble without doing what SQUAD did, which was just putting a band-aid in the UI (auto-generate struts in places the user cannot physically place them) and calling it a day. Intercept don't want to implement a similarly hacky "solution"; they're looking for actual solutions to the underlying causes.

  2. On 2/28/2023 at 8:48 AM, Ferio said:

    It's been 5 years in development. I think it's very reasonable  to expect a better experience. Not like KSP1 but at least much better than the current state.

    Correction: 3 years (Apparently Intercept Games had to start over from scratch after Star Theory's... whatever the hell they were doing with the contract), 1.5 of which was during a global pandemic.

  3. 7 hours ago, ColJay said:

    I also find the burn timers very wrong, and no matter what i do - the final tick is never satisfied. For some deep space adjustments decimal values of deltav are often needed, again this is very tricky with the drag drop recheck the periapsis.

    Overall - i do get the idea of having the node indiciate the burn start - but that does mean the prograde vector is wrong over a long burn (or a short one for that matter), and i'm unclear whether when moving the node the actual vector direction also changes to prograde of the point (or whichever of the arrows have been dragged) - mathematically - both things need to play together - if the intention is to indicate the position of the burn - the vector needs to be the midpoint equivalent of the burn (ie - 1min burn time - direction of a point 30seconds ahead of the node on the original orbit), that way everything should work out to end up with what would be expected, otherwise the direction would be wrong for the deltav vector. Unless that's already taken into account - but from my testing it doesn't seem to be.

    I feel like this is, at least partially, a combination between a problem with how you are reading the node and a problem with the navball marker for the node. The problem with the navball marker is that it drifts as the node moves, while the actual position you want to be facing does not. To be clear, this means that you do not want your SAS set to follow the marker during the burn, as it will move incorrectly and therefore your rocket will end up not performing the manoeuvre correctly.

    Instead, what you want to do is: Five seconds away from the node position, set your SAS mode to Hold Position. This will ensure that you don't move away from the place where the marker should be. When you hit 0 on the countdown, begin the burn, and take into account the below information:

    Through testing, I have found that the burn timer is sometimes very incorrect. It seems to be off by an order of magnitude. This is a problem, but it is one that is very easy to work around, as what is not incorrect is the progress marker below the manoeuvre information. That has stayed consistently correct during my testing, and I have found that when the progress marker reaches the end, that is when I want to stop the burn. This is less precise than the countdown that is provided, but I have found that small adjustments - often small enough to be done with RCS alone - are often the key to fixing any errors it causes me.

  4. Update: So it turns out I wasn't losing control in the map view. There's just a serious issue where for some reason, pushing the engines from 0% throttle to 100% throttle results in a complete loss of control of the ship, as it begins to tilt way off course for like 10 seconds before finally being able to slow down and correct its turning. Yes, the centre of mass is in the centre of the ship.

  5. I appear to be losing control of my rocket whenever I enter map view with SAS turned on and set to hold position. SAS also appears to lose control of the rocket, as it drifts off course instead of holding like it should have. I regain control when I exit map view, only to lose it again once I re-enter. This has messed up multiple burns that I have used map mode to monitor, not realising until too late that the vehicle was uncontrollable, and I would be grateful if it was fixed soon.

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