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Starhawk

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Everything posted by Starhawk

  1. Hello @DerTueb and welcome to the forum! The moderation team has added the translation for the post above. Please use English when posting outside the Interational Section of the forum. Thank you for your understanding, Forum Moderation Team
  2. Hello @TechDragon. Your post has been edited to remove the text files pasted in. Please do not post long text files such as this in the forum. They interfere with browsing (especially for users who are on mobile devices) even if they are placed inside spoilers. Please upload such files to an online storage service and link to them here. Thank you for your understanding, Forum Moderation Team
  3. And that is exactly the bug. The fact that it's so confusing is what makes it a particularly nasty bug in my view. Happy landings!
  4. I looked at the video. It clearly shows that your trajectory is leaving Duna in the exact opposite direction from that needed to head back to Kerbin. Here's a screen grab I took from your vid. In this image Duna is moving in its orbit from left to right. If you want to go back to Kerbin your trajectory must be going to the left. Not to the right as shown. Your node is exactly on the wrong side of your Duna orbit. Happy landings!
  5. Yes. The bug is that the wrong trajectory is shown for your path outside the SOI until you leave the SOI. After exiting the SOI the correct trajectory is shown. Perhaps I can still convince you. The direction of one's orbit around Duna does not make any difference (other than where you place the node). If you are looking down on Duna's north pole and Duna's direction of travel around Kerbol is 'up' on your screen, then your predicted trajectory away from Duna orbit should be 'down' on your screen. This is when viewing the map within Duna's SOI. I must say that I think it does. This is a particularly nasty bug since it will completely mislead the player about the result of doing an engine burn. Fixing this is critical to allowing new players to understand orbital mechanics. Anyway, the upshot of all of this is that if you make your burn in the correct direction it will give you the expected result. It just doesn't look like that in map view until you exit the planet SOI. Happy landings!
  6. My experience with this bug indicates clearly that the bug is that the wrong trajectory is shown until you exit the SOI of the distant planet. I first experienced it on my first return from Duna. My standard procedure for this is to use an online tool to find the transfer window. Warp to that date and set up a node. I set up the node to leave Duna in the direction I know the ship needs to go to get a Hohmann back to Kerbin. I adjust the position of the node on my Duna orbit (rather fiddly) so that my trajectory is leaving the SOI in exactly the opposite direction that Duna is travelling in its orbit. This involves a bit of zooming out and zooming back in. As I said, fiddly. But it works. So imagine my surprise when I zoom out much farther to see just how close I'm going to come to Kerbin and I see the trajectory taking me out much farther from Kerbol. That is exactly the opposite of what I expected. I could see this was a bug. It seemed far more likely to me that the trajectory shown after leaving Duna's SOI was displayed wrong rather than actually being calculated wrong. This turned out to be the case. If you know which direction to burn and ignore what the map tells you will happen after leaving the SOI of the planet you're leaving it will all be good. If you believe what map mode shows, it could be that you will not return from space today. The map display appears to add my velocity on leaving Duna's SOI to the orbital velocity of Duna rather than subtracting it. Perhaps a minus sign slipped? Happy landings!
  7. Have you tried turning off Auto Friction Control in the parts manager and moving the Friction Level slider way over? Happy landings!
  8. KSP Version: 0.1.1.0 21573 OS: Windows 10 21H2 CPU: AMD Ryzen 5 3600 GPU: Nvidia GeForce GTX1660 Ti Expected Behaviour: Orbit around airless celestial body should remain unchanged when no force is applied. Observed Behaviour: When craft is below a specific altitude and time warp is set to 1x, the periapsis will steadily decrease while the apoapsis steadily increases. Changing time warp to any value other than 1x arrests the behaviour. Behaviour reappears when time warp is returned to 1x. At the Mun the altitude threshold is about 23 km. At Minmus the altitude threshold is about 27 km. Steps to Replicate: Put a craft in Mun orbit with the periapsis below 23 km. When (sea level) altitude drops below 23 km the orbit begins to change. This behaviour stops when the altitude of the craft rises above 23 km. Fixes/Workarounds: Keep Mun orbit above 23 km (Minmus above 27 km) or use time warp values other than 1x. Mods: None. Tested at the Mun and Minmus. This bug was present in 0.1.0.0 as well.
  9. The announcement post for the patch will have a link to the patch notes. Happy landings!
  10. I can confirm that this is not the case. Happy landings!
  11. Just thermal effects AFAIK. This sounds like it could be aero forces destroying them. The flight log may tell you what is happening I think the part manager tab for the 'chutes shows whether it's safe to deploy. For safe deployment the 'chutes require your velocity to be low enough that they can tolerate the aerodynamic forces. I circularized my orbit around Duna before attempting landing in order to reduce the velocity my craft has when entering the atmosphere and to decide where I land. If you lack the dV to circularize, then you may have issues. I don't know if it's possible to aerocapture at Duna but if it is then it might be very finicky requiring numerous passes through the atmo at periapsis, each one bringing down the apo a little bit. Otherwise, I guess the solution is to find a way around the fuel leakage bug or pack a bunch more fuel to begin with. On the topic at hand, I landed a probe on Eve yesterday. It landed on the engine bell. In the dark. Happy landings! (eventually)
  12. Does the drone have 'chutes? If it's a small drone just drogue 'chutes will do. They can slow you down enough that you can land with a very small amount of dV. Happy landings!
  13. This tech support question has been moved from the KSP1 Technical Support (Console) section.
  14. Nope. Had that in an earlier attempt. That one used a medium decoupler. After that I decided to try using only the small size decoupler. Not that that is necessarily the solution. I just avoided the medium decoupler after that one experience and haven't seen the fuel drain bug since. Happy landings!
  15. Sent this ship (well part of it, anyway) to Duna. The lander/return stage landed right next to the transfer stage. I came for the views. Stayed for the music. Had 8 m/s left in the tank after course correction on return to Kerbin. Talk about tight margins! Happy landings!
  16. Some content has been removed. Please keep your discussion on the topic at hand. Thank you, Forum Moderation Team
  17. A few comments have been edited to remove open discussion of moderator action. Open discussion of moderation is forbidden by the forum guidelines. This also means that when a moderator removes content it is not okay to discuss the material or its removal or to refer to it. Thank you for your understanding Forum Moderation Team
  18. Any landing you can walk away from is a 'good landing'. Happy landings!
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