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# 1.2.2 RSS/RO orbit self-changing problem

## Question

Greetings everyone,

I have a 1.2.2 version of the game and moded with RSS/RO and I have encountered this problem during my virgin flight with a 3 satellite mission. Hope to have some help, otherwise it would be impossible for me to move on to further exploration.

After I got my first satellite undocked from the main ship, it was clearly moving downward, instead of moving a bit away from the docking direction. Then I switched to the separated satellite, it seems like under an invisible acceleration to the direction of nadir. Going all the way back into the atmosphere.

but the satellite is on zero thrust, after all, there's no engine nor fuel tanks. And come to think about it, when the separation of 2nd/3rd stage was made, the 2nd stage debri seems moving strangely downward too, instead of backward, should be the same problem.

Here are the mods I have:

Does anyone know where the problem is and how to solve it? Thanks to all helps in advance

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yea I should be a bit more specific about it.

The injected orbit for the entire craft is 450 km both at Ap/Pe, and the Karman line of the earth in the game is 140 km.

The orbit of the satellite after undocking was NOT stable. The Ap kept rising and Pe kept to dropping all by themselves, resulting in the undocked satellite reentry to the atmosphere at last. Like I have said in the main post, it was like an invisible and constant thrust toward nadir is applying to the satellite. And it was undocking from the port, not separating by staging so it should not be adding to much force.

Edited by HansSoban

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Assuming you had a perfectly spherical orbit, ejecting a satellite while pointing prograde will reduce it's oribital speed at that point (you can calculate it based on the ejection force and the total satellite mass). This means that the satellite doesn't have enough velocity to make the same orbital altitude 90 degrees later in orbit (with gravity constant).  This will make the satellite orbit slightly elliptical, thus moving radially up and down relative the celestial body.

Your satellite should still have a stable orbit (i.e. apoapsis, periapsis, and orbital time are fixed given the stock 2-body gravity mechanics), can you check that?

How different are these parameters from your launcher?

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Hi, yea I should be a bit more specific about it.

The injected orbit for the entire craft is 450 km both at Ap/Pe, and the Karman line of the earth in the game is 140 km.

The orbit of the satellite after undocking was NOT stable. The Ap kept rising and Pe kept to dropping all by themselves, resulting in the undocked satellite reentry to the atmosphere at last. Like I have said in the main post, it was like an invisible and constant thrust toward nadir is applying to the satellite. And it was undocking from the port, not separating by staging so it should not be adding to much force.

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19 minutes ago, HansSoban said:

Hi, yea I should be a bit more specific about it.

The injected orbit for the entire craft is 450 km both at Ap/Pe, and the Karman line of the earth in the game is 140 km.

The orbit of the satellite after undocking was NOT stable. The Ap kept rising and Pe kept to dropping all by themselves, resulting in the undocked satellite reentry to the atmosphere at last. Like I have said in the main post, it was like an invisible and constant thrust toward nadir is applying to the satellite. And it was undocking from the port, not separating by staging so it should not be adding to much force.

I see multiple module managers, maybe get rid of the older versions.

If you use kerbal engineer redux does it show a non-zero TWR? Does switching away to the space center and then back to satellite make a difference?

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Hi just deleted old ModManagers and went back to the game, the undocked satellite still did the same thing and on the MechJeb it does show a zero TWR.

Switching back to Space Center does helps, but if I switch back during focus on the satellite it's gonna went back to last save due to the satellite is under that acceleration.

The current solution is undock the satellite first and then switching back to Space Center immediately when focusing on the stable ship, it saves the orbit for satellite.

The problem still exists, and I still hope that I can solve this from the root. but thanks! things are already going in a better place.

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25 minutes ago, HansSoban said:

Hi just deleted old ModManagers and went back to the game, the undocked satellite still did the same thing and on the MechJeb it does show a zero TWR.

Switching back to Space Center does helps, but if I switch back during focus on the satellite it's gonna went back to last save due to the satellite is under that acceleration.

The current solution is undock the satellite first and then switching back to Space Center immediately when focusing on the stable ship, it saves the orbit for satellite.

The problem still exists, and I still hope that I can solve this from the root. but thanks! things are already going in a better place.

It's still strange, but at this point you'd need a minimal reproduction scenario (as in less mods, and the simplest instructions) to get proper help I suspect. And for 1.2.2 I don't think that's even going to happen anymore, because it's ancient.

Why are you on 1.2.2 if i may ask?

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1 hour ago, Someone2018 said:

It's still strange, but at this point you'd need a minimal reproduction scenario (as in less mods, and the simplest instructions) to get proper help I suspect. And for 1.2.2 I don't think that's even going to happen anymore, because it's ancient.

Why are you on 1.2.2 if i may ask?

Okay I will definitely try to find the problem with removing mods.

I'm just not really good at keep managing those mods , and1.2.2 are fine enough for me after all.

and I 've tried 1.3.1 rss/ro recently but the game just won't start in the proper way. I actually wonder how's the newest version going, but I don't feel like I can still keep the mods, some of them even stopped to update.

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